Super Robot Quest

Super Robot Quest
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It is AD 2070, and world peace is under threat.

The Earth Union has presided over thirty years...
Lore
In the year A.D. 2040, what would later be called the Unification War ended. With its' end came the founding of the Earth Union.

A supranational government, the Earth Union is a governmental body that holds sovereignty and jurisdiction over its' collective member-states. From the humblest nation to the mightiest superpower, all answer to the Earth Union. In turn, they are allowed autonomy relatively close to pre-Unification, so long as their laws do not contradict that of the Earth Union's.

The Earth Union maintains its power through participation of the member-states. All are allocated proportional representation in a parliamentary system. Representatives are elected domestically by their own populations and representatives, who in turn are entrusted with voting for the Prime Minister of the Earth Union for a four-year appointment.

The Earth Union is separated into Districts, and in turn subdivided by pre-Unification national borders. North America, South America, Europe, the Steppes, Africa, the Middle East, Central Asia, East Asia, Southeast Asia, and Australia. The Earth Union's agencies maintain jurisdiction within these Districts, such as military, law enforcement, and trade.

The Earth Union is not without its own divisions. Many of the member-states, while willing participants, still chafe at a perceived loss of power and prestige in the new world order. Internal politicking and jockeying for position of primus inter pares is not uncommon. Appointments to positions of power are often a mixture of merit and political bargaining, leading to a general sense of governmental sluggishness.

Nowhere is this more felt than in the armed forces of the Earth Union, the Earth Union Defense Force. While the EUDF has integrated the military talents of the world admirably enough, the friction of political jockeying in the civilian sector often rears its' head in the military as well, leading to the military being an unholy amalgamation of a meritocracy and political dealings. While very few of the military appointments are downright nepotistic, this has led to accusations of failing to maximize the potential talent of humanity's military.

The Earth Union is a young and relatively untested organization, and its rule has not been unchallenged. Though it maintains order from the capital of Unity Station, much of the older generation clamors for the pre-Unification days. Perceiving their new place in the world as a loss of sovereignty at the tip of the nuclear sword, a Separatist Movement across many member-states has been growing for many years.

For all its' flaws, however, the Earth Union and its' Defense Force has without a doubt guaranteed a period of peace. Separatist sympathies notwithstanding, the first thirty years of Unification has seen a period of unprecedented economic growth, scientific advancement, and a flowering of arts. If nothing else, as the EUDF comes to grips with the myriad of threats that have abruptly risen to destroy the Union, many point to the promise of peace and prosperity as something worth fighting for.

The year is A.D. 2070. The following decade will see the Earth Union stand strong or break completely.

Called by both its supporters and detractors as the "Grand Experiment," the Earth Union Defense Force (EUDF) is the steady consolidation of all the armed forces on the planet. It is divided into three broad categories: the Ground Defense Force, the Air Defense Force, and the Naval Defense Force (with the integration of member states' respective Marines incorporated into the Navy).

Each member state of the Earth Union is required by the Pusan Accords to contribute a proportionate amount of their armed forces to a wider EUDF command structure. These personnel who are seconded in this way to the EUDF retain their original uniforms, with the EUDF digital badge sewn into their right shoulder, but are then incorporated into the EUDF formations. It is not uncommon to see a staggering amount of variety in uniform dress; a handful of American Soldiers could be dwarfed by Russian Ground Force uniforms, with the occasional sight of the People's Liberation Army uniform. This has been a source of critique from the older, more established national militaries.

In recent years, the EUDF has been experimenting with creating dedicated EUDF formations, not simply those contributed from the member states' armed forces. Though very small in number, training camps and officer academies beholden only to the Earth Union have begun operations in the larger member states, with their own traditions and uniforms. Whether anything comes of this is yet to be seen.

The EUDF otherwise operates similarly enough to the armed forces of pre-Unification. There is talk of a fourth branch, the Earth Union Space Defense Force, but this development has been temporarily delayed by the abrupt arrival of the Kausen.

The Unification Wars is the label historians give to the multiple conflicts that saw the foundation of the Earth Union. What began as a dispute over the militarization of space ultimately combined with territorial disputes between many of the world's major powers. Only the threat of a nuclear exchange and the relative stronger position of the victorious superpowers ensured that the world's leaders chose Unification over nuclear death.

After multiple setbacks in the beginning of the twenty-first century, the United States began to make breakthroughs in space flight. The creation of the first space flight reconnaissance craft, the Norfolk, was the culmination of their efforts. Despite a stated desire for peace, however, its' use by the United States military as a reconnaissance vehicle drew concern from the other superpowers that the United States was willing to militarize space.

An arms race of sorts began, with Russia, China, and even allies such as the United Kingdom, France Japan, South Korea and more investing heavily into space-worthy craft. Tensions began to grow, a situation not helped by already-existing disputes over territory and economic distribution.

To this day, no one can agree on who or what actually started the war.

What is known is that a superpower's spacecraft opened fire on the other in 9 March, 2020. The weapons, even by today's standards, were utterly inconsequential and were designed to break apart incoming debris rather than engage in orbital warfare. However, it was the very act of firing that triggered the beginning of hostilities.

What followed was two decades of limited and undeclared war.

While cooler heads prevailed and prevented active declarations of war from taking place, proxy wars not seen since the end of the Cold War reemerged. Though these wars were much shorter than in the twentieth century, they were no less violent. The Korean Peninsula, the South China Sea, various hotspots in Africa and the Middle East all saw proxy wars for influence and the diminishment of the other.

It took the threat of the superpowers slowly losing control of their proxies, and the additional threat of terrorists operating on the proxies' behalf hijacking space-capable assets, for the major players to realize that drastic action would be necessary. The Day of Starfall, 10 April 2035, saw multiple cities devastated by hijacked military shuttles plowing from orbit into the financial centers of the periphery, plunging the world's economy into chaos. Powers such as the United States and Russia had lost their abilities to carefully juggle their conflicts against the delicate balance of power and economy, and the sites of their conflicts were threatening to descend into outright anarchy. Some countries had already effectively dissolved, and warlordism threatened to become viable as a means of government.

By the end of 2035, the superpowers set aside their differences and began to forcibly reassert order. After bringing the chaotic regions to heel and eliminating terrorist cells to their satisfaction, the superpowers began a long, drawn out process of establishing a World Government. The results would be the Daegu Accords, the agreement that would pave the way to the establishment of the Earth Union by 2040.

However, while this was willingly embraced by the world's populace, many elites and entrenched power brokers in the former nation states, especially those of the superpowers, seethed at the perceived loss of power. It was these disaffected elements that would slowly begin forming the beginning of a Separatist Movement, though they would not reveal themselves for many years.

Known more infamously as the Separatist Movement, Westphalia (or Westphalians) is the commonly held moniker of those violently dissatisfied with the new status quo. Estimated to already having begun to form as early as A.D. 2044, the Westphalians consist mostly of the elites and local centers of power in their nations prior to Unification. Families of old blood and money, criminal organizations and mercenaries, all who profited from the lack of unity of the Old World, the Westphalians seek a return to the decentralization that characterized most of human history.

They are characterized by greed, selfishness, and a sense of self-importance. Operating in cells like the terrorist organizations of old, these cells operate on old nationalist lines, or in some cases even regional or local lines of distinction. Though they interact with each other and engage in minimal trade, this is largely done through criminal transactions and favors promised and issued. Most Westphalians operate with the veneer of loyal Earth Union citizens: most can be found in positions of economic or political power, with the most skilled of them able to play the game of double-life. Their clandestine operations, however, mostly push for profitable exchanges at the expense of the Earth Union.

Of special interest to the Earth Union Intelligence Services are two high ranking Westphalians: the Red King and PJH. The Red King has been identified as the mastermind behind many terror attacks, including the increasing use of modified civilian and military vehicles. His attacks appear to have the aim of discrediting the presence of the Earth Union. Analysts have been unable to ascertain any further motive, or what his ultimate end goal may be, as many of the attacks appear to strike at random and unconnected areas. PJH, on the other hand, appears to have a much more clearcut focus on profiteering. Smuggling, arms dealing, and all manners of petty and corporate theft all appear to link back to him, but the man is crafty enough to disperse existing evidence or eliminate it outright. He does not actively control or command his compatriots, but many answer to him anyway due to his seniority and the sheer amount of wealth and power at his fingertips.

Of concerning note are various pieces of equipment recovered in recent attacks. It is believed by analysts that the Westphalian movement is attempting to test and create a new type of weapon frame that the Earth Union does not have an effective response to yet. This worrying development, combined with the increase of attacks in the chaos of 2070, has led some analysts to be worried about the Earth Union's ability to contain the more militant Westphalians.

Full Name: Johnathan Devin

Age: 32
Member State of Origin: United States of America
Specialty: Logistics
Notable Actions: Evacuation of Pusan (participant), Kaiju Sample Preservation (initiator)
Current Title: Commandant of the Defense Force Research Institute

An officer of the United States Army, he has been seconded to the Earth Union Defense Forces Sustainment Arm for a good half of his career. He has had a solid, competent, but otherwise unremarkable career.

This changed with the Day of Starfall anniversary in 2069. A favored time of attack for Westphalian terrorists, the at-the-time Captain Devin was the officer in charge of providing movement control for the evacuation of wounded civilians to rear hospital facilities. Later citations would recognize the efforts of Captain Devin and his Soldiers for successfully evacuating 5,000 evacuees from the city of Pusan in one night.

This achievement is often overshadowed by being the first EUDF officer to successfully capture and preserve a sample of kaiju biology. Though this event only became more famous in hindsight, Captain Devin was personally on hand when the kaiju attempting to attack Pusan was repulsed by EUDF assets, though only at great cost. When a large scale crashed near him, Captain Devin acted quickly to preserve the sample through unorthodox means.

It was for this reason that Major Devin was headhunted by Brigadier General Peters to run her new Defense Force Research Institute.

While many of the breakthroughs were originally classified, there is widespread recognition from official sources that they are responsible for the revolutionary design known as 'Variable Configuration.' The Jackal-class patrol truck, an unusual iteration on the venerable Coyote-class, enables the drivers to 'configure' into a humanoid Mecha form. It has already been subjected to great praise by Colonel Franklin Kim of the First Response Corps, citing that it has already been able to enact rescue operations previously thought to be impossible.

The Institute's primary mission - that of the creation of an official Union Super Robot - has recently gone public, and the organization has had nearly two years of development time to back up their claims. Time will only tell if the effort can live up to the current legacy as established by Mercury V and Valiant.
Full Name: Haruko Sasaki
Age: 25
Member State of Origin: Japan
Current Title: Executive Officer, Defense Force Research Institute

Captain Sasaki's career has been based on merit and adversity due to serving in posts at the forefront against the kaiju, and very briefly, the Kausen.

Initial training indicated a natural talent of predictive analysis. She could develop a basic understanding against any opponent, simulated and real, and gain a rudimentary understanding of their objectives and goals. From there, she would devise plans to deny them their objectives, or at least make taking them an expensive proposition.

Having served as a flight control officer and flight dispatch, she is an adept hand at coordinating disparate groups of military personnel to a singular purpose.

Her career as Captain and as a Plans officer has been relatively short. However, she was highly sought out by the Earth Union's Aerial Defense Force (EUADF), to which her superiors acquiesced to the transfer. To be specifically identified by EUDF for service was considered a mark of honor and prestige. Her talents have recently come to the forefront with the arrival of the kaiju, and as a staff officer in the EUDF Pacific Command Sector, she has had a part to play in ensuring civilians were evacuated prior to kaiju alert. Her talents were recently focused on the new threat of the Kausen, but her superior General Armistead had her transferred to the newly founded Defense Force Research Institute.

Officially, she was assigned there because BG Peters 'requested' the brightest talent for the DFRI. Unofficially, General Armistead wanted her to keep an eye on the situation. Though General Armistead has by now more than benefited from the DFRI's contributions, his negative reactions towards the Institute have been puzzling even to her.

She has long since gotten over her initial skepticism of the project, and is a full supporter of Major Devin's efforts.
Full Name: Sam Carlson
Age: 37
Member State of Origin: United States of America
Current Title: Chief Scientist of the Defense Force Research Institute

"Sam Carlson here! Chief Scientist of the DFRI!"

"What, you thought I was gonna let some nobody write my own biography? Hell no I won't! All you need to know is that I make the Science happen!"


'SCIENCE!'

"Damned right. I spent five years in Unity Station trying to push the studies of ESP Theory, but those stuffed shirts weren't having any of it! Wasn't until Major Devin and his crazy DFRI project came along that I was given the resources I need to really make something happen."

"At this point, I can proudly say that the Super Robot is combat ready! It's been combat ready for awhile, I'll be frank - no, not
you, Frank - but now we've fully brought it up to our standards! Only the latest in what we've managed to put together, a grand culmination of K-Class kaiju Materials, Psychic Piloting Enhancers, and the best Xenotech brought in from the Legio Galbinus! Just let the next batch of poor bastards come our way. Heh. Their funerals."

"So much to do, not nearly enough time to do it all! But it will be done, or my name isn't Sam Carlson!"

"Sam Carlson, we're done here!"
Full Name: Boris Ignatov
Age: 49
Member State of Origin: Russian Federation
Current Title: Supercomputer Engineer, Defense Force Research Institute

Hailing from Novgorod, Dr. Boris Ignatov's original intention was to pursue an ambition of creating smaller supercomputer interfaces for the Defense Force. Going so far as to establish a small startup company, Novgorod Computing Solutions, he and his engineers had some small successes with Defense Force contracts but never quite managing to come close to their original goal.

This all changed when Brigadier General Peters reached out to Dr. Ignatov with a job offer.

Though he is arguably even further away from his original goal of a miniaturized supercomputer, Dr. Ignatov is simultaneously the closest he's ever come to it. With the discovery of pre-Unification databases underneath the Institute, Dr. Ignatov is responsible for turning what was nearly identified as a pre-Unification virus into a series of sentient Artificial Intelligence programs. It is also through his efforts with Dr. Carlson that the creation of the Man Machine Interface, with assistance from his adopted 'daughters,' was even possible.

A quiet and reserved soul, Dr. Ignatov feels the weight of his years starting to - but not quite - creep up on him. Major Devin can count him as a staunch ally, given that through their cooperation he knows he will leave his mark on the world.
The 'Sisters,' as they are colloquially known throughout the DFRI, are the results of the unique strings of code discovered by Major Devin and Dr. Ignatov. Having no physical bodies to call their own, they are all administrative programs represented by their own unique avatars that assist and help the personnel through day-to-day operations at the DFRI.

The sisters go by the names of Katarina, Ivanna, Diana, and Lana.

Katarina, the 'eldest' sister, has the computing power to be everywhere in the facility at once. Cheerful and bubbly, she is simply happy to help out or to poke fun at you to prevent your ego from growing bigger than your head. Katarina's Support provides +1d6 to ANY action once per turn. This refreshes every turn.

Ivanna is the calm bedrock against which the highly volatile enthusiasm of the Science department heads, Sam Carlson and Maximiliane Brand, is anchored against. Calm and thoughtful, she ensures that what the science department proclaims actually works before allowing the results anywhere near the Commandant's Office. Ivanna's Calm allows one Science Action to be re-rolled per turn. This refreshes every turn.

Diana adopts the personality of a model officer, albeit one that is always on the lookout for more efficient methods of accomplishing the goal. If you assign her a task with any of the Defense Force assets, she will make it her mission to accomplish more than what was asked for with the same amount of assigned resources. Diana's Creativity allows one Defense Force Action to roll at a Threshold of -1. This cannot be lowered below 1.

Lana, the youngest, is by far the grumpiest of the sisters. This is somewhat more understandable when one realizes she works with Wilde and Henry on a regular basis. Still, her sheer stubbornness means that any setbacks only encourages her to try again, and again, until she succeeds. Lana's Stubbornness allows you to re-roll ANY dice that lands on 1.
Full Names: Adam Wilde, and James Henry
Ages: 25 and 32
Member State of Origin: United States of America
Current Title: Engineering Officer in Charge and Non-Commissioned Officer in Charge

To say that this pair is eccentric is a gross understatement. Originally based in the EUGDF Alameda Proving Grounds, LT Wilde and Sergeant Henry were originally known for being incredibly creative, but also a significant headache for their commanding officers. As often as they were responsible for miracles of repairs, they were known for just as many wrecks from their experiments. It was from one such experiment that caught the eye of Major Devin. This attention turned what was a flight of fancy into one of the modern breakthroughs of Engineering.

Responsible for the 'Variable Configuration' concept, Wilde and Henry are the brains behind the mechanical frames that house the other scientific miracles of the DFRI. Effectively creating transforming (or configuring) mecha, they are also responsible for the Combining Configuration concept behind the Timberwolf and the Foxhound, and are still hard at work creating and refining new designs. It is safe to say that the DFRI would not have a Super Robot without their efforts.

Where Wilde is enthusiastic about his work, cheerful, and practically goofy to a fault, Henry is stoic, quiet, and precise. Together, they create the bodies of the DFRI's Super Robots.

By now, they can claim they are professionals. So please don't try this at home.
Full Name: Louis Peters
Age: 60
Member State of Origin: United Kingdom
Current Title: Commanding General of Research and Development, EUDF

Louis Peters is one of the longest-serving military personnel in the EUDF, and is one of the few remaining who have served in His Majesty's Royal Army before and after Unification. Beginning service right out of graduation from university, her performance was mostly mundane. However, she became much more involved in the Unification Wars as the United Kingdom became drawn into the conflict.

There is very little a public dossier can say legally. Her superiors clearly saw some raw talent in the otherwise unremarkable Peters, as the majority of her campaign credits are still classified to this day. However, she was instrumental in stabilization operations in the aftermath of the Day of Starfall, and she has continued to lead a distinguished career since.

Peters has been the Commanding General of Research and Development since 2065. She promptly made herself a 'bloody nuisance' to policymakers in Unity Station, as she was utterly appalled at the state of the Union's armaments. However, her constant demands to begin a modernization program largely fell on deaf ears, especially considering the many decades of peace.

By 2070, General Peters now appears to be a very forward thinking individual, and has been given the resources she needs to begin upgrades suitable to the threats the Union faces.

Her most controversial decision has been regarding the creation of the 'Defense Force Research Institute.' The goal of creating the Union's own Super Robot has been met with incredulity at best, and open derision at worst. However, Peters remains stubborn on the issue. While openly praising the existing Super Robots for all they do, they are the biggest indication of just how far the Defense Force has to catch up.

She has recently confirmed her actions with the public unveiling of the DFRI's primary mission: the creation of the Defense Force's own home-grown Super Robot. Far from becoming a source of ridicule beyond die-hard critics, at the time of announcement the project has had nearly two years of development time and is reportedly battle-ready.

Nothing to see here. Especially since I don't think you have the clearance now, do you? ;)

Hailing from the mechanical planet of Mekaen, not all of the Kausen are hostile. It is only thanks to the efforts and quick thinking of 1LT Callaghan that it was discovered (and is currently highly restricted information) that there is a strong point of internal division. It is also thanks to 1LT Callaghan's efforts that the Union is, if not quite allied, actively cooperative with the friendlier portion.

Dubbed the Legio Galbinus, so-named according to their own cultural norms and in honor of their leader, the Legion is led by Galbinus-R, whose position in Mekaen is analogous to a Captain in a law enforcement/military capacity. Leading a group of ten Kaus including himself, he and the hostile faction of Kausen were brought here through unknown means. The so-called "Free Brothers" were already known criminals on their homeworld, and while he and his mechs find themselves on a mostly hostile alien world, Galbinus' mission has not changed:

Bring the Free Brother Tyrannous to justice.

The DFRI has recently constructed an Enclave not far from the campus grounds as a friendly gesture and form of cooperation with the Legion to garner their assistance and technology. Both groups have closely cooperated for the better part of a year now, and relations are reasonably warm.

More bits of lore will be unlocked as we progress through the story.
 
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Character Sheet/Assets
Name: Johnathan Devin
Rank: Major (Army); Seconded to Earth Union Defense Force
Member State of Origin: United States of America

Notable Achievements
- Officer-in-Charge of Pusan Evacuation in 2069; Responsible for rescuing 5,000 evacuees in area of responsibility
- Officer-in-Charge of Kaiju Sample Preservation, Pusan Evacuation; established Basic Procedures for preserving kaiju samples
- Commandant of the Defense Force Research Institute, Morrison University grounds (ongoing)
- Oversaw creation of viable, battle tested Super Robot concept
- Successfully established relations with Legio Galbinus (CLASSIFIED)
- Oversaw creation of Super Artificial Intelligence (CLASSIFIED)
- Acquired additional Kaiju Sample (CLASSIFIED)

OBJECTIVES: Refine Super Robot Development, Prepare for Deployment Against Threats to the Earth Union
STATUS: Formation of Additional Super Robot Team
 
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Mechanics
Dice Rolls

This game system operates largely based on the Tiny Frontiers system. That is to say, 2d6.

All rolls are categorized as "Tests." To overcome a test, you must roll 2d6. A 5 or 6 on any dice will automatically count as a success, and the Test will be overcome. Anything below will count as a failure.

There are of course modifiers to this.

If I deem you roll at a Disadvantage, you only get to roll 1d6. The opposite holds true for rolling at an Advantage. The success threshold remains the same in either scenario.

Combat is much the same. When two combatants engage, they both roll for Initiative based on 2d6, with (Dis)Advantage modifiers. Whoever wins, gets to go first. In order to land an attack, one will roll 2d6. If they succeed (remember, a 5 or 6), they strike successfully for 1 HP.

Designing, Testing and Building your Super Robot

Every turn, the Player will be allocated Resource Points. This is something I abstract as encompassing funding, materials, unwritten favors and so forth. The Player is operating on an entirely different scale than most actors, as they have the Earth Union's backing.

These Resource Points (now referred to as RP) are used to hire people, conduct wargames/studies of enemies, assembling prototype frames, proofs of concept, etc. But above all, RP are also used to even attempt Research options, the resolution of which is resolved by 2d6 Tests.


Additionally: though this is not reflected in Turn One, your monthly income of RP will be reflected at the beginning of your voting choices. You cannot bank RP for longer than one turn.

In a normal point-buy system, all of the options would already be available for players to preview. In Super Robot Quest, this is not so. The players need to first figure out what they can even do, then they build the prototype, then they have to test it, then they can actually begin considering it as an option for point-buy. Most components will cost 1 RP to buy, 2 - 3 for the more exotic components.

Constructing the Super Robot is considered a special action, and will require at least 5 RP investment to attempt. Players can create a Super Robot with components that cost 0 RP; those components will be considered to be standard equipment (insofar that the rest of the world considers it cutting edge). However, components that cost RP are what make the Super Robot actually Super.

Example

For example, the Engineers first need to figure out how to even construct a robotic frame before they can do anything to even help the Science team. Then they get the Defense Force teams to provide test pilots and a simulated environment to see if it is a feasible design. All of this would be resolved with 2d6 challenges. If the build is considered to be feasible, then that robotic frame will always be available as an option for future Super Robot builds. It will also be available as a means to placate the conservative military heads. The frame by itself isn't terribly useful, but you can adapt a small scale version of it for whatever the EUDF wants to do with it. Peters will take it off your hands, and with it will ensure you keep receiving resources.

Each Adviser will provide you options each turn, much like in other Quests you can see in the board. They are broken up into Defense Force, Engineering, and Science.

NOTE: Under most circumstances, you can take as many options in the Adviser categories as you have the RP available for. However, there will be certain choices which will see "CHOOSE ONE." In that case, even if you have the available RP, you are locked to one choice in that category.

This will likely make more sense when Turn One is unveiled, but in a nutshell:

Defense Force - Captain Sasaki will provide options utilizing the Defense Force. These can range from providing test pilots, screening the wider EUDF for pilot candidates for the full scale Super Robot, sending observers to attack sites, and so forth.

Engineering - Dr. Ignatov and Katarina, along with 1LT Wilde and SFC Henry, will get to work on actually designing and constructing things. Once the Science figures out how to build a Super Robot, the Engineers are given the task to interpret in what way to build it and with what bells and whistles. Super Robots are going to go through a LOT of prototype iterations, so don't be discouraged; it's better to get it right.

Science - Dr. Carlson and his lab boys and girls will make sure the secrets to psychic powers and kaiju samples will be unlocked! FOR SCIENCE!

SCIENCE!

They will unlock the principles behind the mad science available to you and then make sure they are in a format that the Engineering team can understand. They will also analyze any enemy remains or artifacts that you capture, for wider dissemination in the EUDF and to see if you can incorporate them into your own designs.

A Note about Combat

As you might have seen through the tone of this Quest so far, the players do not actually engage into combat directly. That's the pilots' jobs.

However! You are responsible for giving them the weapons they need to do the job at all. Fighting a Kaiju requires a giant robot. It's your job to build one. (See Above)

Now, when you decide that your Super Robot is ready for battle, you will create a support detachment in charge of taking it out into battle. You will appoint a pilot to command the unit, and that pilot will go into battle on the behalf of you and the EUDF.

Before entering combat, you will hold a pre-battle briefing between yourselves and the pilot, analyze the situation, and then brief the pilot on how you want them to engage the enemy. I will interpret those orders, and then I will roll out combat. Players, however, will roll for Initiative.

The chances of success are going to be somewhat low in the beginning. I want to make clear that this is not something to get discouraged over. Failure is not the end-all cut-off. If you fail, even THAT will unlock new options that success might not have. In all the adviser categories, you will also unlock different means through which you can gain new bonuses to your rolls.

In the beginning, to quote Cave Johnson, you are "throwing Science at the wall and seeing what sticks." The Earth Union is just figuring this out, and not everything is going to be a raucous success at first. When you get towards the mid-game? You will be as well established as GGG was.

Above all: Have FUN! I'm just happy to be able to write this!
 
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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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Legacy Upgrade tab
CR-01B Beowulf-class (Default Stats)
HP: 12 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.​
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 at reduced cost (see Combine Units)
Upgrade Slots: 2
CR-02 Perseus-Class (Default Stats)
HP: 15
Strikes:
- Counts as a Single Action
- Can Strike at Disadvantage, 1d6, Threshold of 5-6. Can inflict 2 HP per Strike.
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.​
- Shield Wall: Can choose to absorb an incoming Strike for an allied Support unit. Will absorb -1 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.​
Combine: May Combine with the Jackal-class chassis or the V-33 TMU.
Upgrade Slots: Has 1 Upgrade Slot
CR-04 Steed-class
HP
: 8
Super Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6. Diminishing Returns do not apply.
Strikes:
- Counts as One Action (Notable Bonus may apply). Roll to Strike at an enemy at Disadvantage for 1d6 Three Times, Threshold of 4-6. Can inflict 1 HP per Strike. Can target multiple enemies if desired.​
Flares:
- Counts as One Action.​
- Can launch distracting flares to divert enemy attention. Will force the enemy to re-roll any Action of the Steed's choice.​
- Guarantees the targeted enemy will dedicate next attack or Action towards the Steed.​
- Can be used once every three combat turns.​
Combine: Can Combine with GX-90C Pilum
Upgrade Slots: Has 2 Upgrade Slots
CR-05 Centurion-class
HP
: 16
Heavy Weapons:
- Can mount the basic Heavy Weapons Pack at no cost. Equipping later models will incur an additional RP Cost during deployment.​
- Can make a Heavy Weapon Strike as a free action at Advantage (3d6, Threshold of 5-6, damage depends on package) every three turns.​
Strikes:
- Can Strike an enemy at 2d6 (Threshold of 5-6) for 1 HP.​
Relentless:
- If about to take a mortal strike, roll 1d6. A 4-6 will negate that damage.​
Upgrade Slots: Has 1 Upgrade Slot
CRX-46C Pilum/Valkyrie/Thunder Class (pending finalization of Name, default stats)
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.
- Equipping later models will incur an additional RP Cost during deployment.​
- 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, will 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.​
Finishers: You may equip one Finishing Strike.
Upgrade Slots: 2
- 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.
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
SV-10 Shepherd (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 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.​
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.​
Finishers: You may equip one Finishing Strike (not counting Blazing Fist). See list below for costs.
Upgrade Slots: 2
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 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​
Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn.
Finishers: You may equip one Finishing Strike. See list below for costs.
Upgrade Slots: 2.
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.​
Arc Cannon: Fires electromagnetically charged shots at high speeds.
Heavy Weapons:
- Can fire as a Heavy Weapon Strike that can be fired once every three turns​
- Roll 2d6, Threshold of 5-6, Inflict 3 HP.​
Ten Rounds Rapid:
- 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.
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.​
K-Scale (Core Unit and Combine Unit)
Duration to Install: Two Turns​
Damage Reduction:​
- You may reduce damage at a 2d6 roll (Threshold of 5-6).​
- Reduces damage by -1. Applies once per Combat Turn.​
K-Circuits (Core Unit and Combine Unit)
Duration to Install: Two Turns​
Hard Hitting: Enhances baseline Strike attack of Mecha to +1 HP per Strike. All modifiers will follow from new baseline.​
- Takes one Upgrade Slot.​
K-Suit (Pilot)
Duration to Install: Two Turns​
- Increases pilot survivability. Grants Pilot +1 Action per Combat Turn.​
- This does not take an Upgrade Slot.​
'Psychic Theater' (Pilot)
- Allows two pilots to operate the same Super Robot. Both pilots combine their available Actions, effectively increasing available Actions to 2 at baseline.​
- Takes One Upgrade Slot.​
- Upon installation, roll 2d6. On a Threshold of 6, gain an additional +1 Action. This does not take an upgrade slot.​
- Duration to Install: Two Turn​
Zirvitium Armor (Combine Unit Only)
- Tough: 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.​
- Duration to Install: One Turn​
Combat 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.​
- Damage Reduction: 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 - 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.​
- Takes 1 Upgrade Slot.​
- NOTE: If applied to Phalanx/Perseus class, Combat Shield may be taken for free and does NOT take an Upgrade Slot.​
- Duration to Install: Two Turns (Three if Prototype is applied)​

Anti-Gravity Treatment (Core Unit Only)
Duration to Install: One Turn​
Adds +6 HP to Core Unit (carries over to applicable Combine forms).​
Adds +1 Upgrade Slot.​
This naturally does not take an Upgrade Slot.​
Energy Blaster
- Charges: 3​
- 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.​
- If not utilizing Shepherd Armor Pack, can only be used Twice per Combat​
- If using Shepherd Armor Pack, Demolisher Applies (Timberwolf Formation Only)​
- Can be applied to Ichiro and all Centurion chassis - does not require Upgrade Slot​
- Duration to Fabricate: Two Turns​
NOTE: An upgrade package to the Heavy Weapons reverse engineered from Bandit. Expensive, but delivers a good punch.

Zirvitium-Lined Gauntlets
- Adds +1d6 to Strike Damage​
- Good for One Deployment​
- Duration to Fabricate: One Turn​

Zirvitium Plated Shield (Temporary)
- Charges: 2​
- Free Action​
- Can take refuge behind a deployable combat shield mounted on the left arm. Can be used once per Combat Turn.​
- 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. You can set your teams to try and increase the longevity of this, or even improve it to become a permanent piece of equipment.

Dispersion Projector
- 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.​
Shard Kits
- Duration to Fabricate: One Turn​
- Charges: 3​
- Consumable​
- Restores 3 HP per Charge.​
Heat Knife
- Duration to Fabricate: One Turn
- Duration: Six Rounds
- Grants +1d6 to Strike
- On Critical success, dice explode.
 
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EUDF Overview - New Inventory
Some of you all were asking for a quick refresher on what mecha was originally based on what chassis. I understand this far into the quest this can be a bit confusing, so have a fluff piece!

Earth Union Defense Force Technical Primer
Inventory Updates as of 03282072


As directed by the General Officer (Commanding) of the Research and Development Branch (BG Peters), the following items as of the time of publishing are officially available on all applicable units' Tables of Organization and Equipment. The following items supersede previous chassis that are now classified as obsolete (spare parts and maintenance equipment still apply and may be retained per decision of the Commanding Officer).

CR-01 Jackal
- Supersedes the Coyote Patrol Truck
- General purpose, all terrain truck chassis
- Can reconfigure into humanoid Mecha to traverse rough and urban terrain
- Compatible with crew-served infantry-scale weapons and Coyote armaments

CR-02 Phalanx
- Supersedes the Buckler IFV
- Heavily armored troop transport platform
- Can reconfigure into humanoid Mecha for close combat firefights in rough and urban terrain
- Not yet in mass distribution to EUDF Depots

CR-05 Centurion
- Supersedes the Stalwart MBT
- Main battle tank platform and weapon delivery system
- Can reconfigure into humanoid Mecha for long range bombardment and direct fire capabilities

V-33 TMU
- Compatible with the Sparrowhawk and Gargoyle maintenance programs
- Dual purpose gunship - can interchange between aerial superiority and ground support gunship platforms on demand
- Modularity - can be reconfigured for separate mission profiles (of note is the 'Longship' close air support role)

This list is not conclusive. Additional projects as approved by the General Officer of Research and Development are expected to enter distribution at an undetermined time schedule. Refer all requisition and maintenance issues to your respective chains of command.

NOTHING FOLLOWS
 
Battling the Brute! - Rounds 1-3 Rolls
Quick addendum: Linked Telemetry can also apply to forcing an enemy attack roll (still must keep that new result). That's the intention I had for it, but looking back I realize the text doesn't quite reflect that - I'll have that fixed moving forward.

I would normally place that under a QM Note tag, but the board had flagged my response as 'too short.' Hopefully that fixes it.

[X] Use Call Out on whatever seems to be the most dangerous enemy, whenever it is available.
[X] Save Linked Telemetry unless something new shows up, or if an enemy needs to be taken down ASAP, at which point make use of it if needed. Alternatively, if it can be used to prevent Ichiro from taking damage from something that does more than 2 damage, do so.

Banner rolls: 4+1
Enemies roll: 6+2

Westphalian forces win the initiative.

Enemies have been identified. 2x Tank-Mobiles (?), 1x Walker formations.

The first Tank-Mobiles are burning rubber trying to get to Ichiro. They begin firing Conventional Weaponry.
Rolls: 5+4.
They inflict 1 HP.

The second formation attempts to follow up on their compatriots' 'success.' Firing Conventional Weaponry.
Rolls: 2+6.
1 HP inflicted.

The Walkers trundle up behind the cobbled together rovers. Hand-held rotary cannons begin to spool up...
Rolls: 2+2.
The automatic fire tears up a lot of the surrounding landscape, but the only rounds that land ricochet off of Ichiro's armor.

Banner is not amused - the 'tank' accelerates at full throttle, aiming the turret at the nearest Tank-Mobile.
Rolls: 3+5.

Tank-Mobile formation desperately attempts to dodge, showing Lesser Agility.
Rolls: 6+5!

It seems like they shouldn't be able to, but they can dodge quite well!...but Ichiro is a Notable Character, they aren't. Uses Notable to Strike again!
Rolls: 6+6!
Um. Well. Even if Agile applied to successive strikes, a crit hit is a crit hit. Deals double damage (2 base, 2 from Zirvitium Gauntlets), 4 HP!
Ichiro Configures into mecha mode and gives the rip-offs a piece of his mind. The Tank-Mobiles go flying, though as a few come apart at the seams, he notices something unusual...

Tactical Analysis comes into play. Anna realizes these Tank-Mobiles must be prototypes or proofs-of-concept for Westphalian configuration!
And as if to prove her point, the remains of the group that Ichiro had so thoroughly smashed begin configuring!
Rolling: 5!
The configuration process, however...it's not smooth. Malfunction! (Loses d6 on next roll)

First Tank-Mobile group ready Disposable Rocket Tubes. Despite the complications, they attempt to fire at Ichiro!
Rolling: 1+1!
Critical failure! The launchers completely fail to hit Ichiro - one explodes in the user's hands, inflicting 1 HP further to the group.

Second Tank-Mobile group Configures!
Rolls: 1!
No complications! The second group's configuration is much more dignified.

Second tank-Mobile formation readies Disposable Rocket Tubes. Firing!
Rolling: 4+3!
The rockets fail to inflict damage.

The Walkers are already starting to not like the writing on the wall. They ready their Main Cannons.
Rolling: 4+5!
The shots land successfully against the not-so-ordinary Centurion frame. Ichiro suffers 2 HP.

Anna has determined that the Walkers pose the bigger threat to Ichiro. She uses Call Out to reduce future Walker attack rolls by d6! Effect will last until end of Round Five.

Ichiro smashes into the weakened Tank-Mobile group, not wanting to deal with these jokers any longer.
Rolling: 2+1.
He rolls again making use of Notable.
Rolling: 5+3!
The last of the first Tank-Mobile group finally goes down. It's clear these are a step up from the first models (not that it took much...).

The remaining Tank-Mobile group is still fully mission capable. They ready the last of their rockets!
Rolling: 5+1!
Anna uses Linked Telemetry! Forces a re-roll.
Rolling: 2+3!
Anna forces rockets off course!

Walker spools up the rotary guns again.
Rolling at Disavantage (due to Call Out): 1!
Not even close.

Ichiro has decided that the remaining Tank-Mobile has caused enough trouble. He readies the Arm Cannon (free action)!
Rolls: 6+5+5!
Critical Hit! Deals double damage, 4 HP! There aren't many of them left...
Follows up with a strike!
Rolling: 1+6!
The last of the Tank-Mobiles are wiped out, but don't expect that state of affairs to last.

The Walker pilots have frantically called for reinforcements. Expect more company promptly!

Anna's Tactical Analysis: This was a smash and grab operation, they didn't think you would be here or they wouldn't be trying these machines without more QC/QA. I've updated their suspected stats below with what I've actually seen.

SAI-01 Ichiro Banner
Centurion-chassis
Assigned to: SAI-01 Ichiro Banner
HP: 10/16

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, deals 2 HP) every three rounds.
Strikes:
Counts as One Action (Notable Bonus may apply).​
Roll 2d6, Threshold of 5-6, inflicts 1+1 HP on success.​
Zirvitium-Plated Gauntlets: Adds +1HP damage to Strikes. Equipment will last for this battle only.​
Relentless: If about to take a mortal strike, roll 1d6. A 4-6 will negate that damage.
Upgrade Slots: 1 (Unslotted at this time)

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, he may activate "Rage." For one turn, the AI will inflict twice as much damage, but also take twice as much incoming damage.
Anna Smith
Intelligence

Call Out: Can reduce an enemy's attack rolls by 1d6. Effect lasts for three rounds of combat. Refreshes after six rounds of combat.
Linked Telemetry: Can allow Banner to completely re-roll one failed roll (players indicate what type of re-roll this would be applied to). Refreshes after nine rounds of combat. Banner must keep the new result.
Tactical Analysis: Will reveal additional details of enemy forces over time. Passive skill.
"Walkers"
Formations: 1 remaining
HP: Unknown
Rotary Cannon: Can strike 2d6 for up to 2 HP (exact figure unobserved). Additional traits unobserved.
Main Cannon: Heavy Weapon Strike. Success deals 2 HP.

"Tank Mobiles +"
Formations: None Remaining (more suspected to be inbound)
HP: 5-7 (Exact figure unknown), remaining formation has sustained 4 HP
Conventional Weaponry: Can strike 2d6 to inflict 1 HP.
Lesser Agility: May re-roll a successful enemy attack at 2d6, Threshold of at least 5-6).
Configuration-capable
Malfunction? - The machines are not fully ready, seem to suffer in transition from vehicle to mecha...exact consequences unknown.​
Disposable Rocket Tubes - Can strike at advantage (3d6), Inflicts 3 HP.​
 
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Battling the Brute! - Rounds 4-6 Rolls
The QM clearly can't read his own notes. Call Out wasn't supposed to refresh until Round Eight, but I typed in Round Five. I'll give you this one, but the next full refresh stands!

Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
DFRI: Rolls

Walkers are desperately backing off, firing their rotary cannons at Ichiro.
Rolls: 5+2!
The deadly purpose of the rotary cannons becomes more apparent as the firing rate accelerates. Inflicts 1 HP! Rolls for increasing damage at Disadvantage (1d6)!
Rolls: 2!
The rest of the ground around Ichiro is torn to shreds, but Ichiro is unharmed otherwise.

Ichiro charges in, wanting to hoard his options until the Brute arrives. He charges at the Walkers.
Rolls: 1+4.
Misses, but applies Notable to try again.
Rolls: 6+3!
Hits! Ichiro lands a solid hit on the Walkers, dealing 1+1 HP.

The Steeds zoom into the opening provided by Ichiro. Death by three cuts! (The 997 others can come later) Striking at Disadvantage (1d6):
Rolls: 6! 5! 5!
The Intelligence pilots are frighteningly competent so far. All three Strikes connect; the Walkers are torn apart and are out of the combat.

For destroying the Walkers before reinforcements can arrive, Union forces have a chance to wrest the initiative back. Will succeed on 4-6.
Rolls: 4!
Success; Ichiro and the Steeds have a chance to ready themselves. They now go first in the turn order.

Enter the Brute. Reinforcements have arrived a touch too late - but the battle continues. The Super-Heavy Walker, "The Brute," has arrived, escorted by 2x Tank-Mobile+ squads (in vehicle mode).

Ichiro: The big monster will be less scary without the helpers. Go after the rip-offs! Striking first Tank-Mobile+ squad!
Rolls: 4+1.
Misses. Notable applies, striking again.
Rolls: 1+5.
Hits; successfully smashes into the squad.

The Tank-Mobile+ attempt to swerve out of the way with Lesser Agility:
Rolls: 6+2.
They successfully dodge; no damage taken.

Steeds decide to keep the Tank-Mobile+ targeted by Ichiro off-balance. It's a regular old dirty rally as they surround and slam into the Westphalian vehicles.
Rolls: 5, 2, 3.
They land one hit; Tank-Mobile+ rolls Limited Agility with Diminishing Returns (must roll 6 to succeed).
Rolls: 4+1.
Fails; they sustain 1 HP of damage.

Anna uses Call Out on the Brute immediately! "Let's not risk anything with big and stompy over there..." Reduces the Brute's attack rolls by d6 for the next Three Rounds (wears off at Round Eight).

The Tank-Mobiles aren't going to just take this. They slam back into the Steeds.
Rolls: 3+5!
Success; the Steeds attempt to dodge via Super Agility.
Rolls: 4+2!
No success at all - the Steeds prove their combat agility with grace.

The second Tank-Mobile squad charge after Ichiro.
Rolls: 6+2!
Hits! Inflicts 1 HP on Ichiro.

The Brute has already identified Ichiro as the biggest threat. It stomps after him, launching a Rocket Claw!
Rolls: 6+3! (Yes, with Call Out in play)
It smashes into Ichiro, slamming him to the ground for 2 HP! Rolls again at Disadvantage (1d6) for follow up!
Rolls: 2!
The Rocket Claw flings Ichiro towards debris, but he manages to make the landing instead.

Ichiro wants and needs to get the helpers out of the way. Smashes into the same Tank-Mobiles again!
Rolls: 5+6!
Very good hit! Tank-Mobiles attempt to use Limited Agility.
Rolls: 4+3!
They fail, sustain 1+1 HP. Ichiro applies Notable to go again!
Rolls: 1+5!
It's a really, really bad day to be that Tank-Mobile Squad. They attempt to dodge again, this time with Diminishing Returns.
Rolls: 1+2.
They suffer another 1+1 HP.

The Steeds swoop in for the kill, splitting their Strikes if possible.
Rolling: 2, 1, 3.
Somehow, the Tank-Mobiles are hanging on for dear life-

INTERRUPT

In dynamic fashion, Valiant arrives! Boomerang Arm bounces off of Tank-Mobile at Disadvantage (d6)!
Rolls: 6!
Inflicts 1 HP - Tank-Mobiles go down! Boomerang's course bounces it to the next!
Rolls: 4!
Does not appreciatively deal that much damage unfortunately. But it still has one final enemy to bounce off of!
Rolls: 6!
This would deal damage, but Brute trait revealed: Scrap Armor (Reduces damage by 1 HP)!

Erika Drake has arrived on the scene, and Valiant's limbs reattach themselves, ready to fight!

The Tank-Mobiles recognize Valiant on sight - and panic. Rolling for configuration Malfunction.
Rolls: 5!
As per previous rounds' logic (which will be changed for future), there are malfunctions! Loses d6 in next roll.

Despite the complications, they attempt to fire on Valiant with the rockets!
Rolls: 1+2.
Not even close. The rockets go wildly off course.

Brute is, admittedly, also fixated on Valiant, at least for the moment. Fires Rocket Pods!
Rolls: 6+1!
Hits! Valiant rolls for Agile:
Rolls: 5+4!
Easy dodge. Brute fires second half of salvo!
Rolls: 6+5!
Hit! Valiant rolls againwith Diminishing Return for Agile (must roll 5).
Rolls: 5+2!
Succeeds! Still dodges.

Erika Drake and the Valiant arrive as full combatants! Stats are listed below.

Ichiro uses the next charge of Shards, bringing HP back to 12/16. One charge remains.

No reinforcements are inbound - the Brute and one squad

SAI-01 Ichiro Banner
Centurion-chassis
Assigned to: SAI-01 Ichiro Banner
HP: 12/16

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, deals 2 HP) every three rounds - Available.
Strikes:
Counts as One Action (Notable Bonus may apply).​
Roll 2d6, Threshold of 5-6, inflicts 1+1 HP on success.​
Zirvitium-Plated Gauntlets: Adds +1HP damage to Strikes. Equipment will last for this battle only.
Shard Kit: Consumable. Restores +3HP per use as a Free Action. One Charge remaining.
Relentless: If about to take a mortal strike, roll 1d6. A 4-6 will negate that damage.
Upgrade Slots: 1 (Unslotted at this time)

SAI-01 Ichiro Banner

Actions per Turn:
- 1
Notable Character:
- Can Strike twice 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, he may activate "Rage." For one turn, the AI will inflict twice as much damage, but also take twice as much incoming damage.

Valiant
Piloted by Erika Drake
HP: 12 (4/4 Limb 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 and then 6 for subsequent rolls that round.​
Dynim-powered Limbs:
- Valiant's limbs will take damage first. If limbs are destroyed, Valiant loses currently assigned weapon and cannot attack; must replace limbs as a full Action before attacking again.​
Equipment:
- Can equip different limbs and weapons mid-battle. Can have two equipped at any time. Replacing Limbs takes a Full Action.​
- Blade:​
- Enables Strike. Notable bonus applies.​
- Enables 'Parry'​
- Flak Cannon: Heavy Weapons Strike. Rolls at Advantage (3d6) to inflict 2 HP. Does not refresh - must spend an Action to reload.​
- Shield: Reduces 1 HP of incoming damage. Can absorb 5 HP of damage before failing.​
- Boomerang Limbs: May sacrifice 2 HP from Limbs to attack up to three separate groups for 1 HP each. On a successful roll (Threshold of 4-6 at 2d6), the limbs and HP return. A failed roll allows the attack, but you lose the HP.​



Erika Drake

Actions per Turn:
- 1
Notable Character:
- Can Strike twice per turn at 2d6 for 1 HP each. Counts as a single Action.​
Excellent Help:
- Can call on Patrick to ready extra limbs on a moment's notice. The next limb replacement takes no Action. Refreshes after Nine Rounds.​
Aspiring Swordswoman:
- When Blade is equipped, can use 'Parry'​
- Parry:
- Once per turn, you may attempt to Parry an incoming attack at Disadvantage (1d6). A success at 4-6 will negate damage.​

CR-04 Steed-class (Intelligence Team)
Actions: 1
Strikes:
- Counts as One Action. Roll to Strike at an enemy at Disadvantage for 1d6 Three Times, Threshold of 4-6. Can inflict 1 HP per Strike. Can target multiple enemies if desired.​
Flares:
- Counts as One Action.​
- Can launch distracting flares to divert enemy attention. Will force the enemy to re-roll any Action of the Steed's choice. If available, can launch as a Defensive Action off-round (but gives up Action for upcoming round).​
- Guarantees the targeted enemy will dedicate next attack or Action towards the Steed.​
- Can be used once every three combat turns.​
Super Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6. Diminishing Returns do not apply.
Support: Has no HP value. However, if Super Agile roll is failed, Steeds withdraw for two Combat Rounds before returning.

Anna Smith
Intelligence

Call Out: Can reduce an enemy's attack rolls by 1d6. Effect lasts for three rounds of combat. Refreshes after six rounds of combat - refreshes at Round Eleven.
Linked Telemetry: Can allow Banner to completely re-roll one failed roll (players indicate what type of re-roll this would be applied to). Can also force a re-roll Off-Round of an enemy roll. Refreshes after nine rounds of combat. Banner must keep the new result.
Tactical Analysis: Will reveal additional details of enemy forces over time. Passive skill.
"Walkers"
Formations: None remaining
HP: 5-6
Rotary Cannon:
- Can strike 2d6 for 1-2 HP (exact figure unobserved). Additional traits unobserved.​
Main Cannon:
- Heavy Weapon Strike. Success deals 2 HP.​

"Tank Mobiles +"
Formations: One Remaining
HP: 5-7 (Exact figure unknown)
Conventional Weaponry:
- Can strike 2d6 to inflict 1 HP.​
Lesser Agility:
- May re-roll a successful enemy attack at 2d6 (Threshold of at least 5-6).​
Configuration-capable
Malfunction?
- The machines are not fully ready, seem to suffer in transition from vehicle to mecha...exact consequences unknown.​
Disposable Rocket Tubes:
- Can strike at advantage (3d6), Inflicts 3 HP.​

"The Brute"
Rocket Claw:
- Strikes at Advantage (3d6) for 2 HP. Immediately follow up at Disadvantage (1d6) to inflict 1 HP more.​
Rocket Pods:
- Heavy Weapons Strike. Fires two salvos at 2d6 each, can inflict 2 HP per success.​
Scrap Armor:
- Reduce incoming damage by 1 HP. Limits unknown.​
Further Capabilities not yet observed.

Phew. This took awhile, and then formatting got the better of me. Hope I didn't miss anything...

...I probably missed something. I'm sure I'll learn of it in the morning.
 
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Battling the Brute! - Rounds 7-9 Rolls
Targeting priority remains unchanged: take down the tank mobiles first, but use heavy weapons against the brute.
Ichiro should use rage at the same time as the Steeds use flares to distract the Brute, so that the Brute does not target Ichiro while rage is active
Anna's orders remain unchanged.
Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.

DFRI + Allies roll: 3+6!

Westphalian Forces roll: 2+3!

DFRI wins the initiative!

Valiant immediately springs into action! Strikes at Tank-Mobiles w/Blade!
Rolls: 3+2. Fails.
Notable applies! Rolls again: 4+5!
1 HP inflicted on Tank-Mobiles.

Ichiro follows suit (even as in narrative terms, the Brute is giving both him and Valiant its full attention).
Rolls: 3+6.
Inflicts 1+1 HP on Tank-Mobile! Follows up again due to Notable (he's more than a little tired of these things, and likely going to demand his dad commander gives him additional upgrades when he gets home).
Rolls: 3+5!
Inflicts another 1+1 HP. It's enough to scrap them - Tank-Mobiles taken down!

Steeds immediately start harassing the Brute (but keeping a safe distance - that thing is awfully stompy).
Rolls: 2, 6, 4! Two successes - but Scrap Armor triggers, negating damage!
Anna's Analysis: Estimates the scrap armor can take anywhere from 2 to 4 hits before wearing off for the Round...

The Brute: Oi, Bruce! It's Valiant - get 'em!
Rocket Klaw Away! Rolling at 2d6 (is still under Call Out until end of Round Seven).
Rolls: 4+6!

Hits! Valiant rolls for Agile.
Rolls: 6+6!
Erika: Not today either, Bruce!

The Brute follows up at Disadvantage (cannot go lower than 1d6 in this instance).
Rolls: 6!

Valiant rolls for Agile again (Diminishing Returns apply).
Rolls: 3+6!
No damage taken.

Valiant jumps onto the Brute to cut away at whatever looks important!
Rolls: 1+6!
Hits - cuts away the first layer of Scrap Armor! Notable applies so she continues to cut away!
Rolls: 3+3.
Anna: Seriously, Bruce, how many junkyards did you bloody bring with you this time?

Ichiro activates Rage! (Now deals and sustains double damage this round)
Arm Cannon!
Rolls: 3+2+6!
Inflicts 3 HP! The last layer of Scrap Armor has peeled away this round!
Arm Cannon was a Free Action - Ichiro Strikes!
Rolls: 5+6!
Inflicts 2+2 HP! Notable applies, Ichiro goes to town.
Rolls: 5+3!
Inflicts a further 2+2 HP!

The Steeds follow through.
Rolls: 2+6+6. 2 HP inflicted, chipping away further at the Brute!

Bruce: Right then, that's enough from you uni bastards. Ready the Flashlight!
Wallace: That's not its' name!
The Brute readies Super Heavy Weapons Strike: Prism Array! It is targeting Ichiro!
Rolls: 4+2+6+6!
Steeds launch Flares as a Defensive Action! (Cannot take Action for Round Nine). Forces Re-Roll!
New Rolls: 3+1+6+1!
Only one success, only manages a Glancing Blow! Ichiro suffers 2 4 HP due to Rage.

How well was the Brute's super weapon installed?
Rolls: 1.
Very poorly as it turns out. Prism Array overloads! The Brute suffers 2 HP! Prism Array is disabled for the rest of combat!

Erika: Patrick! Ack-Ack if you'd please!
Excellent Help allows Erika to instantly replace Shield with Flak Cannon! Fires at Brute while it's rearing from battle damage.
Rolls: 4+4+6!
Inflicts 1 HP! First layer of Scrap Armor peeled away this round!

Westphalia has suffered enough damage that it makes a judgment call. 1-4 it flees, 5=6 it will commit more to stay and fight...
Rolls: 2.
Wallace has pulled the plug on the operation. The Brute activates Ejection Pod!
The Brute frame self-destructs!

Earth Union Victory.

Post Battle scavenging to follow in narrative posts.

So this fight went a bit differently than I expected it to. I was honestly expecting the Brute to stick it out and fight, but you were all able to get rid of its support a bit faster than I thought (and I figured just throwing some in immediately would be a bit cheap). But much like capital ships without escorts, super heavies go down pretty quickly, and Ichiro with Rage + Arm Cannon can inflict a LOT of damage

Also, for reference: Yes, that was a Super Heavy Weapon. No, it wasn't well optimized by Westphalia. But they have the ideas for one now. I'll give you all a few guesses where they got the idea/equipment for it from.
 
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