"Hm?" Looking up, Zhang Ru turns his attention towards you. A thin, gaunt man, Zhang wears a suit that seems perhaps a size too large for him. Thinning black hair clings to his scalp, and his brown eyes seem both intensely focused and somewhat glazed over. "Ah. You must be Major Devin." He extends his hand, and upon shaking you discover his grip is surprisingly strong. "Dr. Zhang Ru, as you have already surmised. I understand you are willing to hear out the more unorthodox individuals' theories." He gestured to Jiro with a nod. "I was speaking with Mr. Yukimura about his uncle's thesis."
"Sorry I couldn't answer too much about the specifics." Jiro sounded apologetic, but a closer look at his face shows you that he's actually a little unsettled around Zhang. Yet he still remains respectful around him. "The best I can tell you is that the Aeon particles show up from an alternate dimension of...some kind. Not too sure Uncle Rin knows the exact details either."
"And isn't that the exciting bit?" Here, Zhang's expression turns a surprisingly familiar blend of manic. It's the same look that Sam and Max have when they really get into the zone - only they at least have Ivanna to smack them with a dose of sense. "Dr. Yukimura did share some of his equations with me, which I based my own theorems on."
"And I take it you didn't get much support?" you ask. "That seems to be the going trend with a lot of the super science I'm running into." For the sake of politeness, you were not going to call it 'mad science,' at least until you get to know these people better.
"There was an...incident." Zhang does not seem to be in any mood to volunteer more information in this forum - but you can already sense that Anna's already putting that incident on her to-do list to dig more into. "With my only working prototype. Which is still intact, but until I have more secure facilities, the risk is a little extreme."
More oxymoronic words you haven't heard. "Suppose you should tell me what all of it...is, and what it does."
"If we are being pedantic, it is an offshoot of the Aeon Particle theorum," Zhang admits. "I dub it the Fulgur Particle."
"A bit close to the nose, isn't it?" Jiro asks, his curiosity overcoming his initial uncertainty.
"A little bit," Zhang agrees. "I discovered it while attempting to validate and recreate the methods that Dr. Yukimura came across the Aeon particles. What I discovered was...different."
You blink. Just the emphasis placed on that word sounded ominous. "Different how?" you ask.
"Allow me to summarize." Possibly without even really realizing it, Zhang's posture shifts, his hands linking together behind his back as he paces slightly. "Aeon particles, for lack of a better word, bleed into this reality. The particles, when accumulated into a generation or power source such as the one that powers Mercury V, can generate a potent amount of energy. One strong enough to contend with the kaiju, and more often than not win. They tend to accumulate in certain parts of the world, though for what reasons we haven't been able to discern just yet."
He shifted, his lecturing continuing as he spun on one heel. "However. when I attempted to recreate the experiments, I found something altogether different. If the Aeon particles are less potent but long lasting, the Fulgur particles are violent. Aggressive. And quite destructive if you do not channel it properly."
You've worked with Max long enough to realize a portion of what happened with said 'incident.'
Zhang seems as if he's about to add another detail about it, but he pauses, then simply shifts the topic. "As I said before, I do have a working prototype, albeit a very scaled down one. It is not enough to power a Super Robot - or at least not for very long, given I lack a frame of reference for its power consumption rates. But if given time, resources and a secure facility to test this in, I am confident that I can channel Fulgur particles into something truly potent. Tempests in a bottle, you might say."
"That's a bold claim," you say. You've seen enough miracles performed by your own team that you're not gobsmacked or incredulous like others would be.
"One that I would not make were I not confident in it," Zhang replies, a slight smirk matching the manic look in his glazed yet focused eyes. "I have signed your nondisclosure agreements already, so I know that some part of the Union apparatus is willing to take a chance. Whether this facility or another, I promise you, Major. I will work wonders with the Fulgur particles."
He never raises his voice, yet Zhang has all of the animated enthusiasm that Sam would show on his more bombastic report logs. "I look forward to seeing what you can do, Dr. Zhang," you simply say.
As you part ways from him, and he grabs Jiro for another round of questioning about his uncle's work, Anna intercepts you. "Already looked into it," she whispers to you. "He did a scale test of the Fulgur particles, and it went kaboom pretty quick, so the potency part of the story checks out. That wasn't all there was to it."
"What now?" you sigh.
"It left lingering nightmares with people in a two mile radius," she replies. You stare. "Nope, not kidding. Pretty horrific stuff too. Mentions of glowing eyes, the sense of being followed, all sorts of stuff. So it's powerful stuff, and at a glance from a non scientific gal, it'll probably do what he claims it does. But that's going to take some getting used to."
"Hmm." You give a noncommittal grunt as you ponder what you've learned.
- Existing scaled prototype
- Incredibly powerful and violent surges of energy, can be channeled into a power source
- Apparently inspires lingering nightmares
- Utility for Ground Pound: Ideal, would solve its power source problems easily. Just mind the nightmares...
I will post the final conversation later this week.
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We're All A Little Mad Here - Reconstructive Perspectives
"...so anyways, that demonstration is how I lost my Unity Station researcher privileges!"
Sam blinks. "Huh. So that's how that sorted out. I kind of figured they would've canned you before the-" He stops as he sees you approaching. "Heya, John! Come check this joker out." Grabbing at the man's shoulders, Sam pulled him in to introduce him. "Victor Forge, John Devin, John Devin, Victor Forge."
"Charmed!" Victor Forge is a portly, but sharply dressed man. He strikes you as typical of the 'jolly old man' type - broad smile, bright cheery eyes behind a pair of spectacles, and a constant grin on his face. Yet as you move to pull away from shaking his hand-
-the hand not only refuses to release its grip, it all but pops out of his wrist!
You just blink, holding the hand up as you look at it calmly. "...uh." The hand, on closer inspection, seems made out of what feels like a strange mix between plastic and metal, yet it feels reassuringly solid. The wrist at the end, however, seems to be constantly in flux, almost like pixels constantly fading in and out of visual range. A moment later, the whole hand disappears, only to reappear on Victor's previously disattached wrist.
"Oh, you're no fun!" Yet Victor is still chortling heartily, even as his other hand is already passing credit bills into Sam's extended hand. "That party trick usually gets a stronger reaction out of people!"
"He's used to it," Sam says. Well, he's not wrong, you kind of are.
"I take it these are the nanites at work?" you ask.
"Very, very, very tiny version of it," Victor confirms, holding his fingers slightly apart from one another for emphasis. "This is a very limited version of the Polymorph Nanites." He holds out his hand again, and only now do you realize that he seems to have to think about it before the hand begins to move. It grips, then releases slowly as he twists it about. "It's about what you expect - enough small machines are pre-fed materials, and are pre-programmed into specific functions. Fairly energy intensive, and both inflexible and the most flexible thing you'll ever find. I had hoped to market it, but..."
"Incident. Got it." By now, you're realizing this is just a common trend, and you just roll with it. "But this seems really solid, and I know a few engineering officers that would've killed to have something like this on demand."
"There's the rub, isn't it?" Victor simply shrugs and spreads his arms apologetically. "There's also practical limitations I have. Once you have it all set up, it's fairly plug and play. But it's really energy intensive, both for setup, and for actual use." To demonstrate, he pulls up his sleeve, and reveals a somewhat bulky battery strapped to his forearm. He flicks it off, and the nanites all disperse, leaving a clawed prosthetic arm in its place. "It also requires a solid frame to build a skeleton off of."
"How strong is it?"
"How strong do you want it to be?" he counters. "And how much energy are you willing to put into it?"
You pause, thinking that over. "Giant robot-grade limbs?"you ask. "Changing components? Engine parts, moving pieces?"
"Entirely possible. But also probably enough to suck up a years' worth of power for a rural town." He holds up a clawed finger. "Like I said, though, it's really durable and tough. If you're willing to put in the investment for it, you could probably create preprogrammed setups for regenerating hull strength. Actual regeneration would depend on how much power is available, mind - and I'd love to experiment with more powerful computer systems to see if more complex formations could be possible."
"So long as you're not going to prank the faculty staff again," Sam jabs at him.
"Lies and slander, good sir!" All seriousness fades away as Victor turns towards Sam in faux indignation. "I have a rock solid alibi for that incident, and they can never prove that I preprogammed that many drones to specifically play-!"
You simply back away while the conversation picks up again before you can listen to something possibly incriminating, and you just shake your head towards Anna as she raises her eyebrows. No you don't want to know.
- Existing (but small) prototype)
- Power intensive, but potentially very versatile and tough with regeneration
- Can assume multiple shapes, but power intensive
- Utility for Ground Pound: would be of significant interest, super durable and tough materials for frontline use
You have some time after everything calms down. The impromptu party at least was fun, but now you have to knuckle down and figure out what your final decision would be. You can probably get away with poaching one or two of the experts, but you owe Lenora Jenkins the unorthodox expertise she needs to make her brawler Super Robot a success.
You glance up from the various reports filtering across your screen. The day had started quietly enough - wake up, coffee, and fifteen minutes of calm before the inevitable madness came sweeping through. Already, the engineers were making inquiring noises about the Faedium that Mary had brought onboard, and even Patch had caught some wind of it after having come by earlier alongside Cavalier.
There are days if you should get Wilde to actually put up one of his goofy signs advertising a refuge for mad scientists on the front gate. You then immediately discard the idea - it might actually work, and you'd rather adjust to Mary's particular blend of madness before you advertise bringing on even more.
"Thanks, Katarina," you say. "Who is it?"
"Major Jenkins. Should I put her through?"
"Oooh, right." Forge and Zhang should have arrived by now, haven't they? "Go ahead, put her through."
"Devin." Lenora's face appears in a console window on the corner. "Appreciate the assist...at least, I think I should be thanking you. I'm not so sure about that yet."
"They haven't burnt down Aberdeen already, have they?" you ask, only half-joking.
"Not yet. But Morgan's already losing his mind over Forge's nanites, and we're going to give it a test run by building the containment facility for Zhang's prototypes." She pauses, looking over some of the notes you passed along. "Are the nightmare things actually a thing?"
"As far as we can tell, yeah," you confirm. "Just don't tell him you know that part, he hasn't officially told us that yet."
"Feign ignorance and shock if or when it happens, got it. But if it works as advertised, that's going to solve a lot of our problems between Forge and Zhang."
"Anything interesting?"
"Forge and Morgan are already going over how to strengthen the prototype's skeletal frame, and we're going to test and see how feasible we can create one single power source to power the whole thing. No real clue what form that's going to take just yet, but you've turned my time schedule into a year rather than years."
"Happy to help," you answer honestly. "Just one word of caution?" When Lenora tilts her head at you inquisitively, you continue, "You can tell your experts what they shouldn't do, and you definitely should tell them what you want. But don't tell them how to do it, not in a micromanaging way. Let them come up with ideas on how to get to where you want them to go, pick what you like, and pray to heaven that it works."
"That's your playbook?"
"Didn't exactly have a 100% success rate all of the time," you admit. Some of the more unusual accidents from the Science and Engineering departments come to your mind unbidden - the K-Scale vat explosion, the near miss experience with Callaghan and the CRX prototype, and the recent K-Fang development cycle. "But reign them in when they're going a bit too far, and you should be fine."
"Should. Heh. Well, wish me luck - hopefully I actually get results now that I have something that could work."
As you close the link, you resolve to keep an eye on Jenkins' project. A tech swap down the road might be in the cards - but for the moment, she didn't have any tech to swap yet. You just had to give it time.
Operation: Ground Pound development kickstarted with Victor Forge and Zhang Ru.
Major Devin will check back in with them in approximately six turns.
0952, 15 August A.D. 2072 Xenotechnology Laboratories
For lack of a better place to put her for the moment, Sam and Max opened up a small wing in the Xenotechnology wing. What few assistants Mary has brought with her are already setting up her equipment, and various whiteboards are already being transcribed with her formulas.
"Major. Much appreciated." Mary emerges from behind one of the whiteboards, a marker in one hand and a thick stack of papers in the other. Aside from the DFRI logo pinned to her lab coat collar, she looks about as disheveled as she did a few days ago. You still can't see past her glasses, whose light seems to cast light wherever she stares. "Can actually go about testing.Experimenting." Her hand crunches parts of her notes, a rare smile breaking across her face. "Eager to get started."
"Glad to hear it," you comment. "If you need anything, you can always ask myself, or Sam and Max. But now that you're in the know...Ivanna?"
"Here, Major." Ivanna's avatar appears, and she smiles warmly towards Mary. "Dr. McCullough, a pleasure to meet you! I'm Ivanna - I'm the Artificial Intelligence in charge of assisting research and development."
"A.I.? Sentient even? Intriguing." Mary looks at Ivanna for a moment, before nodding back. "Pleasure to meet you. Will have lots of inquiries and requests to run calculations soon."
"Of course! Just let me know - and, um, do please update your security files when you can, or-"
"Ivaaaaannaaaaa~!" Adriana's avatar rushes out, and tries to tackle Ivanna - only for the avatar to sidestep the digital missile. "That's my job!"
Mary blinks, then turns towards you. "Common occurrence?" she asks pointedly.
You just wearily nod.
"Curious." The small smile on Mary's face grows just a tiny amount. "What next? Friendly Kausen?"
"...about...that..."
New Science Advisor:
Mary McCullough
- Critical Successes explode. (The dice, that is, not her experiments. Usually.)
It had been quite some time since the attack on the Naval Base. Though plenty of lives had been lost in the attack, even more careers had been metaphorically slain due to a lack of adequate preparations. That a kaiju - code named 'Dragonfly' - had been sent by Sheol to rampage through the vulnerable facilities was bad enough on its own, but that the Sergey Gorshkov had been snapped in half and had sunk into the harbor without a chance to fight back had been a harsh wakeup call.
You made no friends that day (with one exception), but the decision to have the DFRI be the ones to refit and repair the venerable super carrier had to have been a bitter pill for the Naval hats to swallow. That, and it was a constant, low level source of gloating for you, you had to admit. Try to blame the Timberwolf for losing the carrier, will they? No sir! You and your people showed them-!
You pause, and quietly take another sip of coffee. Damnit, too much exposure to mad science (you mentally lowercase the word lest you invoke them) is making you imitate them.
Still, this is how you've found yourself attending the official launch of the reborn Sergey Gorshkov. Leaning against the railing, you watch as the tarp is detached slowly from the carrier frame as it is held in its dry dock moorings. You purposefully ignore the constant questioning looks the ship's captain keeps shooting you for the moment. It would ruin the effect - you were already skipping the ceremony part, after all, there was no point in giving the Westphalians or Sheol an easy target to go after.
"Almost ready!" Katarina's voice chimes in cheerfully in your earpiece. It was still some time yet before Peters would be ready for you to reveal the AIs' presence - you give it till the end of year evaluation at least - so for now, it was all voice communication only.
"Thanks," you reply back quietly. "Go ahead and let her loose when you clear it with the port authority."
"So." The ship captain turns towards you, unwilling to stay quiet for politeness's sake any longer. "What the hell did you do to my ship?"
"Gave it a refit, and threw on some experimental equipment in the process," you reply. "Your admiral's giving you grief about it?"
"Among other things." The woman grimaces, rubbing a hand against her face. "Bad enough that I'm a captain without her ship. My crew's been going through all of the materials yours sent their way - hell, I've been going through it, and I'm not convinced you weren't high on something with the materials."
"Yeah?" You raise an eyebrow, but don't show much else as the tarp slowly slides away from the ship hull. "What was the impossible thing to wrap your head around?"
"Point defense beneath the hull? The atmospheric shutters? You really expect me to expect this is going to fly?"
"I thought the charged catapult launchers and the elevator systems were going to trip you up."
"Not really, no. I already saw those 'Seeker' frames your team's sent over. That is a familiar unfamiliar weird, not...space travel."
"Well..."
The tarp finally comes undone. And the super carrier practically gleams as the sun glints against the zirvitium plating that now seamlessly meshes against the relatively mundane titanium shielding the critical systems. The carrier tower looms large over the flight deck, with what is now becoming the DFRI's standard Energy Blaster mounted along newly installed gun batteries mounted along both the port and starboard bulkheads (you're sure you're butchering some naval terms there). Point defense turrets form clusters around both the upper and lower parts of the hull (sadly using more mundane munitions), with even more zirvitium forming small barriers around for the crew to take shelter in.
But what really kills any sort of sass from the ship's captain are the enormous engine arrays. You know you're going to turn some naval officers' heads into mush when they try to reconcile that engines this size shouldn't be able to work due to weight, but that was without reckoning with the anti-gravity solutions Katarina liberally installed. Both at the far rear of the ship, and mounted along the belly, the engines thrummed with a menacing roar, already sending waves of dust and leftover debris scattering all around the dry dock. The captain holds onto her hat to prevent it from flying off into space before the ship can.
You just tighten the seal on your thermos and put on some eye protection as Katarina, masquerading as the automated systems, really feeds life into the engines.
With geysers of bright blue light, the Sergey Gorshkovlifts.
Not very far, mind you. This was just to get far enough to slip its mooring from dry dock - and, you add with a hint of satisfaction, the utterly bemused and shocked looks of the other officers that had gathered to observe what they were certain couldn't be done. The faint markings of what almost look like discolored metal and claws could just barely be seen from below as the carrier continues to hover along, slowly dropping in a controlled glide to settle into the harbor waters. You're not sure if that was intentionally done or not, but you approve - the Naval Defense Force officers might not, but it was just another reason to gloat as far as you were concerned!
"...so. Space flight?"
"Mhmm. Now, I'm going to go brief your bosses on the same thing, but we've left enough materials and resources for maintenance and repairs. That said, if you want to make any kind of upgrades, you'll have to reach out to us again."
"I'll...take a raincheck on that." The captain is shaking her head as the carrier serenely floats calmly in the water, not too far from where its old frame had met its end. "I barely know enough of what this thing can do just yet."
"No time like the present to start, right?" You glance at additional flag officers approaching you, one of whom seems quite red in the face. You recognize him as one of the officers who was not too happy with you following the San Diego mission.
This was going to be an interesting conversation, but you upheld your commitments and then some. No matter how much you rankled still with the EUNDF, that was going to have all sorts of bargaining capital down the road!
The Sergey Gorshkov lives! The EUNDF now has the first space capable prototype warship in human history! To put it lightly, your end of year review is going to be quite interesting in a positive way.
New Liaison option unlocked!
Your efforts are drawing attention near and far...
"Would it offline ya to give us a little warning next time, Herald!?" Hotwire slammed his fist down, and a hardlight barrier flared to life. Almost immediately it began to buckle and cave beneath a barrage of blaster bolts. "I swear it's always something with the Free Brothers these cycles!"
"Annoyance: irrelevant." Herald knelt behind the barrier. His blank faceplate was flickering wildly, wireframe schematics crossing his face as he honed in on some particular readout. "Alert: Free Brother suspect - Crackdown - in vicinity of human freighter."
"You don't say."
"Mockery: annoying. Remains irrelevant."
"Haaaaaahahahahhahaha!"Both Legionnaires dove to both sides as a limp figure somersaulted over the barrier, and a flurry of bolts destroyed the piece of concrete the two of them were just standing on. A bright green colored figure landed, his arms extending in odd and painful looking angles while his head was tilted to the side. A menacing grin full of fangs was plastered over the faceplate, all while bright yellow optics blared at them.
"Gametime, law mechs!" Crackdown crowed, blaster after blaster unveiling from various weapon ports all across his frame. "How much high energy ordnance can you withstand without bleeding?"
"Hey, that's cheating!" Behind them, a blaring siren was screeching, red and black lights casting their shadows back and forth across the cramped building alleyways of the dockyard. A human fire fighting vehicle configured into a red and black mech, equally crazed yellow optics glaring at them. What would have been power washing hoses were emitting flames that were already beginning to melt some of the metal of the wreckage scattered around him. "We have to see what their melting point is first!"
"Why not test both at once!?"
"...good idea-!"
Before he could finish that sentence, the warehouse next to him exploded, sending building fragments and debris scattering all around. Even as the red mech turned to aim his flamethrowers at the newest arrival, only widened optics betrayed any surprise before a green and grey Centurion tank slammed into him, sending him flying into the water.
"Aw, Cinder doesn't want to play anymore. Oh well-!" Yet the moment that Crackdown leapt upwards, he collided into a hardlight barrier, abruptly arresting his momentum and sending him sprawling downwards.
"Metatrine below, he doesn't shut up," Hotwire grumbled as he got to his feet. "Guess your plan worked out alright, Herald."
"Analysis: no mistakes." Herald dusted off parts of his chest of dust as he stood up. "Galbinus: superb."
"There's no time to congratulate ourselves yet." The tank Reconfigured, unveiling the tall form of Galbinus-R. "Herald, status?"
"Scanning...complete. Free Brothers presence at freighter: growing. Potential high source of processed human energy."
"Well, c'mon then!" Hotwire looked ready to beat feet. "Let's-!"
The hardlight barrier shattered, and another flurry of energy bolts just barely missed Hotwire as he pivoted on his heel. "Don't ignore me, this is a laughing matter!" Crackdown snarled. "Now, stay still, and let me make art-!"
A powerful roar echoed in the dockyards, followed by the hollow sound of a casing clattering onto the concrete below. "Agreement: too much conversation," Herald noted as he cocked his shot blaster, ignoring how Crackdown stumbled slightly before his systems forcefully entered restore mode. He paused, Crackdown's collapsing body echoing loudly, then his faceplate flared a deep red. "Alert! Incoming-"
"Galbinus!"
A moment later, a Kaus body crashed into the nearby crane, crumpling metal and sending a loading arm collapsing into the drink. The freighter in the distance exploded, with containers and packages of goods scattering all around the harbor. Cinder momentarily emerged from beneath the surface - only for a container to land on his head, an undignified yelp cut off by the water.
An enormous red human aero emerged, massive rotary blades right above it spinning at massive speeds as it ascended. "So good to see you've taken advantage of this fascinating human innovation!" The aero began to shift, and Hotwire and Herald began to take a few tentative steps back as a towering humanoid form landed atop the nearby building. Groaning, Tracker's form barely clambered out of the wreckage, but still looked as if some parts of his operating systems were rebooting from the impact.
"Tyrannous." Only Galbinus stood his ground, his left arm raised as energy began to swirl in the cannon.
"Oh, such a grouch whenever we encounter each other." The red titan's blue optics glared menacingly towards more subdued gold, the face mask obscuring the plating twitching slightly, as if he were chuckling underneath his breath. "I told you all those megacycles ago, didn't I? I would become far more powerful than your pathetic dictatorship by committee ever could!"
"Replacing the Mekaen Council with your own iron fist, Tyrannous?" Galbinus took a step forward, and the cannon began to shift and twist, until the cannon had become a halberd, bright red energy forming a lanced tip that crackled beneath the sunlight. "Terrible enough that you've thrown so many orbital satellites into ruin by your efforts. I will not let you inflict the same fate onto Earth!"
"Oh, you misunderstand me, Galbinus." The rotary blades snapped into Tyrannous's palms, and the leader of the Free Brothers slammed them together, forming into a two handed sword as the bottom unfolded into a crosshilt. "I do not intend to do anything of the sort. I have an altogether different plan in mind for this surprising little primitive mudball."
"Not so long as I remain online."
"So fortunate that I have a solution then!"
With that, both leaders charged, and like so many times before, battle was once again joined.
I didn't have time to set up the post, so have an interlude.
"New help?" Wilde grinned as Henry, as always, stoically observed the newly promoted trio of Engineers. "Well, you've all been doing a lot of good work already, so it's about time you got some recognition."
"They can at least keep up," Henry quietly agreed. "Though they're not exactly ready for the main projects."
"Dudes. We're still here." The first engineer of the group, a younger, brash man with a broad face and wearing a greasy set of mechanic's clothes, complained. "It's not like we messed anything up."
"Much," the second engineer quipped. A woman with orange and red hair had a seemingly perpetual smile on her face, as if she were amused by just about everything around her. Which, given this was the DFRI, wasn't too much of a stretch. "We already explained the incident with the MMI."
"Look, I just wanted to see if the old school remote drones worked with them," the third engineer grumbled.
Wilde and Henry glance at each other. "Did it?" Henry decided to ask.
"Sort of!" The responding engineer gave off a nervous laugh while rubbing the back of his head. "It kind of, sort of, made a mess, but we cleaned it up!"
"Eh, good enough." Wilde shrugs. "Congrats, welcome aboard! Here's some stuff we need to get tested..."
Build Team available!
They're professionals, we're sure.
1522,2 September, A.D. 2072 Command Center
"Functioning Super Robot teams," Peters comments over the communications link. "If not quite blooded."
"They're not there yet as far as experience goes," you agree. "I'm not about to go after chasing a fight just to fix that, but knowing my luck, ma'am, I'm going to have to use them sooner or later." At Peters' raised eyebrow, you add, "My heavy hitter is down for maintenance and won't be back up until November at least. And I'm always waiting for the other shoe to drop."
"A fair point," Peters concedes. "Still, it might be best to have some experience under their belt sooner or later. Preferably sooner."
"You know something I don't, ma'am?"
"Always," Peters replies. "If you do well, I'll even give you a day's reaction time at our end of year evaluation."
"Damnit," you mutter.
"Language, young man."
OOC: The Defense Force options focuses on a few key items:
- Pilot Training - Exactly as it sounds. There will be options to increase and/or refine the capabilities of your pilots.
- Super Robot Deployments - Also exactly as it sounds. Every so often there will be an opportunity that materializes, and your teams will have the opportunity to get involved. There will be a mini-turn after the main turn's decisions and rolls have completed, giving you a broader picture of what's going on - and if any Situations need to be prepared for the next turn.
- Defense Force Network Monitoring - More or less how you determine if something requires your Super Robots' attention or not. The Reaction Force will give you updates as to what is going on in your immediate area, but this will be elaborated on later.
- Liaisons with Defense Force officials/other Super Robot teams - Narratively, it's always a good idea to stay on friendly terms with your peers. And doing so may unlock new opportunities moving forward...
Haruko Sasaki
- If placed in Pilot Training, you may re-roll a failed roll.
- If placed in Liaison, gain 1d6 to your roll. Diana
- Wherever she is slotted, reduce the Threshold by 1. Adriana
- If placed in Reaction Force Monitoring, gain chance (at Disadvantage for 1d6) to uncover additional details, regardless of success or failure.
Reaction Force Monitoring
Free Action (does not Require Advisor)
Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
Notes: You are already tapped into the Defense Force Network, so you are always at least passively aware of what's going on in the wider Earth Union. If you leave well enough alone, you may have a chance of something crossing your desk and giving you the option to intervene. If you are actively looking, you are more likely to discover activities of enemy Action, unlocking new opportunities to investigate and pursue.
The results and new options, if any materialize, will be available for selection next turn.
[] Reaction Force: Passive Monitoring - Requires No Advisors
[] Reaction Force: Active Monitoring - (Which Advisor?)
[] Blue September
- [] Which Advisor?
- The analysis confirms that there's something in the waters that shouldn't be. You can probably rule out the Free Brothers, but that still leaves the Westphalians, Sheol, or some other actor out there that you're not aware of just yet. The only issue - you don't really have any assets that are quite appropriate for what you're about to do. If you don't do this right, you might tip off whatever is down there and lose them; wait too long and they might not be there either. For now, conduct an assessment and figure out the best way to approach this.
- Chance of Success - Roll of 2d6, Threshold Unknown
- Duration - 1-2 Turns
Super Robot Deployments
Free Action (does not Require Advisor)
Requires available Super Robot and Pilot(s)
Requires available transportation (unless specified)
Notes: These will show the hotspots you have identified already that could warrant the attention of the Super Robot teams. These range in severity from something simple (for your teams) to handle, to something that is seen as more catastrophic requiring your attention (such as, say, a Kaiju stomping around downtown).
At the moment, you only have one option available. But it's one that's been hinted at for quite some time!
Richard Callaghan/Beowulf
- LOCKED, Requires Two Turns to recover
SAI-01 Ichiro Banner
Tellison, Zhang/Perseus
Satsuma, Thunderbolt
Pilot Training
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Two Turns
Can Assign: Sasaki, Diana, Adriana, Katarina
Notes: Exactly as it sounds - whoever is overseeing this particular assignment will be making use of the Proving Grounds and any other particular blend of 'fun' they can come up with. The thresholds for success and the rewards will vary - these can include new abilities, refining existing ones, or an increase in Actions per Round or even team-up attacks for example. One Advisor is required - but you can then place in as many pilots/teams as you wish.
As for the threshold for each team and pilot, you won't quite know until you develop a baseline for them (i.e., putting them through the training initially). As a rule of thumb, new and inexperienced pilots are relatively easier to help improve, while the more experienced ones have somewhat diminishing returns. Experience roughly corresponds to Green, Inexperienced, Experienced, Veteran, Ace. The less experienced they are, the easier it is for them to learn and gain bonuses - but said bonuses will be quite modest. The higher in experience they are, the harder it is for old dogs to learn new tricks - but if they succeed, the results will speak for themselves.
A pilot or team can be pulled from training for combat - however, it will delay the duration by one turn.
Experience is gained from
[] Pilot Training: Richard Callaghan/Beowulf (Which Advisor?)
- Experienced, Threshold of 5-6
- LOCKED, Requires Two Turns to recover
[] Pilot Training: SAI-01 Ichiro Banner
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Tellison, Zhang/Perseus
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Charlie, Frankie, Iris
- Which Advisor?
- Green, Threshold of 3-6
Liaison Duties
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: This mostly applies to other elements in the Defense Forces, the other Super Robot Teams and the Legion. Failing these rolls does not necessarily reflect worsening relations, but just mostly that whatever you were setting out to do didn't produce the results you were aiming for (such as cooperating to track down a particular target). Each Liaison also has their own agenda in particular, and depending on if you're successful in fostering cooperation with them, different targets of opportunities for the Super Robots will appear for follow on deployments.
Each Liaison will have a Baseline Threshold. In a vacuum, and if no other factors are in play, this is what you would require to succeed to cooperate with them. However, other factors (busy with their own agenda, recent events influencing positive or negative behavior towards you, etc) will modify the Threshold as well. For this turn, no other factors are in play just yet (with one well known exception). Expect that to change soon.
[] Liaison: General Li/GDF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- You're not exactly close with the Ground Defense Force general, but there is no doubt that General Li greatly appreciated being the first to field the Centurions. It could be worth your while to follow up and see how they're doing, or if there's anything else that needs doing.
[] Liaison: Colonel Kim/FRC
- [] Which Advisor?
- Relations: Friendly
- Baseline Threshold: Simple (4-6)
- The Jackals have by now become ubiquitous across the North American District, and more are being seen being produced and fielded elsewhere. Colonel Kim's enthusiastic endorsement of the frames were partially responsible for that - it could be worthwhile to check in, and see if he's uncovered anything that you can use.
[] Liaison: Colonel Bernard/MEF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- Awkward first meetings over San Diego and the Falcon aside, you and the Marine Expeditionary Forces officer get on just fine. Ahead of his forces getting ready to field the production models of Seekers, it may be a good idea to check in with him.
[] Liaison: Captain Dana Candle/NDF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- On the one hand, you repaired her ship. On the other hand, it now flies and has carrier space dedicated for the TMUs with room for the Seekers once they become readily available and the crew has no idea where anything is anymore. Check in with her, see how she's doing - never hurts to be on speaking terms with the first commander of a spacefaring warship.
[] Liaison: Dr. Yukimura/Yukimura Institute
- [] Which Advisor?
- Relations: Friendly, leaning towards Close
- Baseline Threshold: Moderate (5-6)
- You are on good terms with the Yukimura Institute. You don't have any outstanding reasons to approach them now, but laying the groundwork for future cooperation never hurt anyone (except the kaiju).
[] Liaison: Mander/MSS
- [] Which Advisor?
- Relations: Neutral, leaning towards Friendly
- Baseline Threshold: Moderate (5-6)
- Note: You owe them a favor (Deployment #3)
- You owe Mander a favor. They have a mostly positive attitude towards you, but aside from the one engagement at France and Sasaki's overtures from last month, you haven't had much interaction. You could try arranging another visit.
[] Liaison: Galbinus-R/Legio Galbinus - [] Which Advisor?
- Relations: Warm, Allies
- Baseline Threshold: Simple (4-6)
- The DFRI and the Legion get on like a house on fire. After saving Cavalier, building the Enclave and helping them with Variable Configuration, you are as close as can be with Galbinus and his crew. Why not check in with your friends from the stars and see what else needs doing?
OOC: Engineering is both the same and a little different from before. Some notes to consider for you all:
- Engineering's short term focuses revolve around upgrades for the existing Super Robots. For example, Ichiro has just returned from combat somewhat battered, and he will need at least one turn of downtime to be back up to fighting trim. Once he's fully repaired, you can then look to give him some permanent upgrades.
- Practical Application of the new technologies you have researched remain a classic option. When the Science Department unlocks the secrets of a new technology, it still falls to Engineering to find a practical use for it (see: K-Scale). As always, this is a matter of time (turns) and successes (rolls). This covers prototyping new designs (or variations of existing ones) and effectively building the new Super Robots via this action, or new weapon or equipment designs.
- Super AI Development is still an option, but this usually remains a very long-term project (such as it was with the AI Sisters and Delphi). They are either base support Advisers, or Super Robot AI - either way, this results in a new character (hence the care taken in developing them).
- Item Construction is a new option for you all. In a vein similar to the one-shot Zirvitium knuckle dusters and the Shard Kit, you can dedicate a few turns to constructing a ready-made arsenal and toolkit set for your Super Robots deploying to battle.
- As always, the most recent list of everything you have researched thus far is referred to on this page.
Wilde and Henry
- If assigned to Practical Applications, gain 1d6 to rolls.
- If assigned to Construct Super Robot, reduce Duration by One Turn. The Build Team
- Can only be assigned to Item Fabrication. Lana
- If assigned to Refit Super Robot, roll 2d6 (Threshold of 5-6). On success, reduce the Duration by One Turn.
- Lana may offer a re-roll to any failed Engineering roll. Only applies once per turn. Jiro Yukimura
- If assigned to Practical Applications (and Design Super Robot or Design Support), gain 1d6 per roll.
- Critical Success is now 4-6 (applicable depending on Success Threshold). Applies ONLY to Jiro's assigned Action. Boris Ignatov
- Threshold for success on AI or Kaus Actions is reduced by One.
Refit Super Robot
Requires Advisor
Duration: One Turn minimum (more extensive upgrades may increase Duration)
Notes: Exactly as it sounds, this will provide upgrades from your existing technology and equipment to a given Super Robot. For 'minor' upgrades such as ZIrvitium Plating or Anti-Gravity Solution, this would only take one turn. However, fitting a Super Robot with more internal upgrades such as K-Circuits or outfitting it to enable the Psychic Theater will take longer. Refitting the unit for Combination would take even longer, and so forth.
Fitting a Super Robot with new weapons, unless specified, is generally a simple process that does not require extensive refits.
Note: You can choose to Upgrade a Super Robot even if it is currently undergoing repairs. The upgrades will finish alongside repair completion.
[] Refit Super Robot
- [] Which Super Robot?
- [] Which Upgrades?
- [] Which Advisor?
Practical Applications
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies (Two Turn Minimum)
Notes: Once a new design concept is fresh off of the researchers' plates, it is up to Engineering to figure out a practical way to manufacture something useful out of it. This also folds in the original 'Experimental' suite of actions, so I decided to fold these all into the same group. This can cover everything from designing and prototyping new Super Robot/Support designs, to new weapons with existing technologies (Dispersion, Zirvitium, etc.).
[] Design Super Robot Core Unit
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Construct Super Robot Support Unit(s)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Design New Equipment (Weapon)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Triple Combination - Prototyping
- [] Which Advisor(s)?
- Jiro, Wilde and Henry haven't solved Triple Combining just yet. But they've identified some problems that would get in the way, which is just as good when it comes to Engineering. It's something of a miracle bridged by K-Class Materials that the Beowulf is able to combine with two wildly different vehicles with two different power sources. Combining all three and expecting the same result is madness - so they're proposing we at least try to solve the power source and engine problem while they try to dry-fit the combining frames together. K-Class's already broken lots of previously understood rules - what's one or five more?
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: 4 Turns
[] Steed Standardization - Over There
- [] Which Advisor(s)?
- Jiro's original solution to the Seeker problem - replace the whole damned cockpit with a Steed. It's actually quite clever, even if the resulting solution makes you feel that everything is just slightly cramped for the pilot. This is something that won't quite work for every frame you have, particularly the multi crew vehicles (see: Phalanx) but this will certainly increase the life expectancy of the pilots and give them a built-in escape pod option to make a getaway with. Jiro and Lana have crunched the numbers, and there should be no issue - but as always, Engineering is going to build a test frame before trying it live. And you have the perfect partners to make this happen given that the MEF personnel are scheduled to arrive...
- QM Note: This is to make up for the 'Over There' Option that I forgot about. So here you go!
- Chance of Success (Roll at Advantage (3d6), Threshold of 5).
- Duration: 2 Turns
[] Funnel Development
- [] Which Advisor?
- The Funnel Concept does work. However, it still has quite a few restrictions that limits its current usefulness. Some new technology may become readily available for use in development, but it's not there yet. Work with the understanding that you have, and see how much further you can practically take this. Who knows? You might have made an impromptu boomerang to start with, or something.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: Three to Five Turns
Equipment Fabrication
Requires Advisor
Duration: One to Two Turns (Varies)
Notes: This does not cover weapons or the solid heavy equipment. This specifically covers the one-shot use items such as Ichiro's Knuckle Dusters and the Shard Kit, useful items that the Super Robots may need to level the fight in their favor. These are relatively quick to fabricate, but it is always worthwhile to have a ready made stock.
[] Equipment Fabrication
- [] Which Item?
- [] Which Advisor?
- "If you ever need to know what you can order us to make, boss, just refer here. This is an ongoing thing, but depending on what else the crazies at the research department can come up with, we'll have more options available to us."
Super AI Development
Requires Advisor
Chance of Success (Roll 2d6, Threshold Varies)
Duration: Four Turns Minimum (Varies)
Notes: If you want to develop a new Base or Super Robot AI, this is the option to do so in. As you've witnessed before, developing an AI is not an easy or short process - you will need to have in mind what you want them to do before you start.
[] Base AI Development
- [] What do you want the Advisor to do?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Four Turns+
[] Super Robot AI Development
- [] What do you want the pilot to be?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: Four Turns+
- Though Ignatov assures you that he and his team can oversee the development of new AI, he won't be able to give you more specifics on time and chances of success until some rough parameters and expectations are given. As you currently are well enough staffed in pilots and Base AI personalities, this is not a pressing matter at the moment. It's still good to know you have this available as an option though.
Enemy Wreckage Analysis
Requires Advisor
Chance of Success (Roll 2d6, Threshold of 5-6)
Duration: One Turn
Notes: The wreckage available for study are:
- Beast Mega Blaster
- Drone Wreckage
[] Enemy Wreckage Analysis
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: One Turn
SCIENCE.
That said, not much has changed on these options. They are still broken down between specific new projects, and the broader categories of ESP Theory, Kaiju Biotechnology, Xeno Technology, and any remaining gifts of the Regent left on the docket.
SAM CARLSON
- If assigned to ESP Theory or Kaiju Biotechnology, reduce the Threshold for Success by 1. Max Brand
- If assigned to Xeno Technology, you may add 1d6. Ivanna
- You may re-roll any failed Science roll once per turn. Zulu
- If assigned to Xeno Technology, you may add +2 to the value of the lowest rolled d6. Mary McCullough
- Critical Successes explode. (The dice, that is, not her experiments. Usually.)
ESP Theory
Requires Advisor
Chance for Success (roll 2d6, Threshold Varies)
Duration: Varies
Notes: You've pushed ESP Theory pretty far, and Sam can be reliably marked as the top expert (and probably the only expert) in the field. The Man-Machine Interface, the Psychic Theater, and the initial forays into altering K-Class Materials - all are still viable options to pursue as well. Your options will vary, but write in what angle you want to pursue, and the rolls will tell what that develops into.
[] Refine Psychic Theater Principle
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
[] Explore K-Class Psychic Augmentation
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 6)
- "And those stuffed shirts thought nothing would ever come out of ESP Theory. Heh. Well who's laughing now? Me, that's who. And Callaghan. And the boss. And-look, everyone's laughing at the success, so let's do some more of it. The Psychic Theater's a done deal, but it's barely been tested by the first pilots - we can do some more tests while they're at it and see if there was something we missed. Meanwhile, using ESP to make minute changes to K-Class is also on the table - you're not exactly going to be making gold from lead, but we can take a K-Scaled fist and turn it into an even tougher K-Scaled fist. Progress!"
Kaiju Biotechnology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies
Notes: Like ESP Theory, Kaiju Biotechnology (and the resulting K-Class Materials) form the bedrock of your 'super science' powering the Super Robots.
[] Explore K-Fang Development
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 6)
- "Sam here! So now that we've actually got viable vats of K-Fang, it's time for some experimentation! We're all here because we have a giant chunk of Dragon's bone, and we want to make a weapon of mass destruction out of it! So! Who's ready to make something ridiculous?"
Xeno Technology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: Xeno Technology is a catchall phrase describing all the technology coming from the Kausen and the Regent (C-Crystals are very much counting as Xeno Technology for the purposes of the system). You are only scratching the surface of what both fields have to offer, but Max and Zulu are there to unlock the rest of what these new fields hold.
[] Kausen Equipment
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
- Anti-Gravity. Zirvitium Alloys. The Dispersion Field. Shard Technology. These are all new revolutionary things for humanity, but are at best ho-hum for the Kausen (with exception to the Dispersion Field, which they regard as finnicky at best). You aren't going to outdo them in their own technological fields anytime soon, but Max is confident that you can put your own spin on the technologies and see if you can't surprise the Free Brothers. Preferrably with a punch to the face. Repeatedly.
[] Gifts of the Regent (Empathic Booster)
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Three Turns
- Physical power boosted / augmented by the power of emotions? That does sound like something straight out of a shonen anime or manga, but this is the world you live in at the moment. As it is one of the other pieces of technology you bargained with the Regent for, it may be worthwhile to investigate it further, and see if there's some way you can actually put this thing to good use.
[] C-Crystals
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll at Disadvantage, 1d6, Threshold of 4-6)
- Duration: Two Turns
- The C-Crystal Generator is finished, and the "Master" crystal is safely ensconced in the deepest parts of the Command Center. You can leave well enough alone, but aside from Satsuma's integration wtih the C-Crystal, it may be worthwhile to conduct some additional tests, in case there's something the Regent didn't mention or if there were side effects even it wasn't aware of. Though you have been able to make the generator and it is now fabricating C-Crystals with no difficulties, there's still too much about it you do not know about it, even beyond the 'must be this heroic to use' clause.
Faedium
- [] If taken, must assign Mary
- Chance for Success (roll 2d6, Threshold Unknown)
- Duration: Three Turns
- Mary and her team of researchers are moving into the campus grounds, and for the moment they have taken a few unassigned facilities in Max's side of the department. Her requirements are fairly mundane to start: she just needs good quality laboratories and equipment, along with the resources required to start getting some initial results. Nothing that time and space on your part can't solve.
Katarina
- Katarina can add 1d6 to any roll across all categories. Can only do this once per turn.
[X] Plan N3
Defense Force Options -[X] Blue September
-- [X] Adriana
-[X] Reaction Force: Active Monitoring - (Which Advisor?)
--[X] Diana
-[X] Liaison: Captain Dana Candle/NDF
-- [X] Haruko Sasaki
Engineering Options -[X] Triple Combination - Prototyping
-- [X] Wilde and Henry
-- [X] Katarina
-[X] Steed Standardization - Over There
-- [X] Jiro Yukimura
-[X] Construct Super Robot Support Unit(s)
-- [X] CRX-G2-02 "Sledder"
-- [X] Lana
-[X] Equipment Fabrication
-- [X] Heat Knife
-- [X] The Build Team
-[X] Enemy Wreckage Analysis: Drone Wreckage
-- [X] Boris Ignatov
SCIENCE Options -[X] Explore K-Class Psychic Augmentation
-- [X] SAM CARLSON
-- [X] Making Temporary effects last longer
-[X] Kausen Equipment
-- [X] Zulu
-- [X] hand Held Blaster Cannons
-- [X] Ivanna
-[X] Gifts of the Regent (Empathic Booster)
-- [X] Max Brand
-- [X] Multipurpose Drone Control -[X] Faedium
--[X] If taken, must assign Mary
Alrighty. Sorry for the delay, let's have us some rolls.
Blue September
Assigned: Adriana
Duration: 2 Turns
Rolling 2d6, Threshold Unknown: 2, 5.
Rolling at Disadvantage (1d6) for Adriana's snooping: 6.
Adriana: Um. Hi! Funny running into you here, Valiant lady!
Adriana's found some unlikely leads, and an even unlikelier run-in. One turn remaining.
That said, you might want to talk to her about reenacting the Kool-Aid Man routine into protected networks.
One Turn Remaining.
Liaison - CPT Dana Candle
Assigned: Haruko
Duration: 1 Turn
Rolling at Advantage (2d6, +1d6 from Haruko), Threshold of 5: 5, 6, 5.
Greater success! Though this is less from Haruko's diplomacy and more 'right place right time.'
Active Monitoring
Assigned: Diana
Duration: 2 Turns
Rolling at Advantage (3d6), Threshold Unknown: 3, 2, 6.
Diana's found some upticks in kaiju spottings. But it isn't aggressive...yet.
One Turn Remaining.
Triple Combination - Prototyping
Assigned: Wilde and Henry, Katarina
Duration: 4 Turns
Rolling at extreme Advantage (2d6, +1d6 from Wilde and Henry, +1d6 from Katarina), Threshold of 6: 4, 2, 2, 6.
Who would have thought that different power sources don't always play nice? But the engineering side of it's gotten their foot into the metaphorical door. Now we just need a crowbar to pry it open.
The QM isn't sure where this analogy was going, but no powersuits or PhDs were involved.
Three Turns Remaining.
Steed Standardization - Over There
Assigned: Jiro
Duration: 2 Turns
Rolling at extreme Advantage (3d6, +1d6 from Jiro), Threshold of 5: 5, 5, 1, 4.
Critical success due to Jiro's bonus! The initial testing starts very well.
One Turn Remaining.
ConstructSuper Robot Support - 'Sledder'
Assigned: Lana
Duration: Two Turns+
Rolling 2d6, Threshold of 6: 4, 1.
Lana's stubborn - rerolling! 6, 5.
Success! Lana is being careful about paying attention to Wilde, Henry, Katarina and even the Clown Jiro while they work, which is paying dividends right now.
Two Turns Remaining.
Item Fabrication - Heat Knife
Assigned: The Build Team
Duration: 1 Turn
No Rolls here - One Heat Knife has been constructed! Heat Knife
- Duration to Fabricate: One Turn
- Duration: Six Combat Rounds
- Grants +1d6 to Strike
- On Critical success, dice explode
Enemy Wreckage Analysis - Drones
Assigned: Boris
Duration: 1 Turn
Rolling 2d6, Threshold of 4-6 (due to Boris's bonus): 6, 4.
Greater Success! Ignatov makes some fascinating insights into the disposable yet semi-sentient armies of the Free Brothers.
Examine K-Class Psychic Augmentation
Assigned: SAM CARLSON
Duration: 2 Turns
Rolling 2d6, Threshold of 5 (due to Sam's bonus): 1, 1.
Ivanna reroll! 3, 6.
Sam: I want to put it on record that this is why we comply with OSHA. And why you should have a sentient Super Artificial Intelligence checking your work.
Ivanna: You're welcome, Doctor Carlson~!
Sam: In other news, had some interesting side effects come from the Psychic Theater testing. More to follow!
Handheld Blasters - Kausen Equipment
Assigned: Zulu, Ivanna (Doesn't add any additional bonuses)
Duration: 2 Turns
Rolling 2d6, Threshold of 5: 4, 3 5 due to Zulu's bonus.
Zulu is quite familiar with the handheld blasters. Adapting them to work with human resources and technology is already proving to be a little trickier, even if Zulu is confident he can manage it.
One Turn Remaining.
Empathic Booster - Gift of the Regent
Assigned: Max
Duration: Three Turns
Rolling at Advantage (2d6+1d6 due to Max's bonus): 2, 6, 6.
Critical Success!
Max: I've done it! And I'll be even happier when I figure out what it actually was!
Ivanna: That...wasn't even what you were trying to do earlier...
Zulu: Advisement. Nod and feign gestures of vague agreement.
Two Turns Remaining.
Faedium
Assigned: Mary (required)
Duration: Three Turns
Rolling 2d6, Threshold Unknown: 5, 2.
Crystal fabrication is beginning. Not much else to say, it's a little early for results yet.
Two Turns Remaining.
First location: eh, kind of a bust. This one was an actual buoy that a marine sciences thingamajig lost awhile ago. Pinged their mainframe on the new location, it may be a bit before they can come grab it.
Second location: weird movements because a whale ate it, and what's left only gives off signals every so often when it comes back into signal range. Not pinging that one for recovery, ew.
Third location: now that one is interesting. Registered buoy signal for deep sea cartography. Mostly based in Pacific Ocean, so that part of the story checks out.
Kinda find it hard to think it can make the jump from Kamchatka to Australia that quickly though. Not that anyone knows it's actually there, but there's no hiding this from me once I've found your signal!
And...uh. Huh. Logging for reference -
"-in something of a predicament, madam."
"What in particular? The fact that we chased that Westphalian all the way here? Or the fact that I'm technically on holiday and not supposed to be working?"
Heeeeey. I know them! It's that Valiant lady and her butler!
"Some of both, madam."
"I'll deal with it when it comes up. Did law enforcement come up with anything?"
"Our man is still lingering about, but there's no real reason for him to hole up here. Not unless he was certain he had an escape plan."
"Like a submarine!"
"Yes, like-" The butler pauses, then glances directly at the screen. Adriana winces slightly, but decides the game is up and reveals her avatar on his screen sheepishly. "I beg your pardon, miss, but who are you and why are you in a protected network?"
"Uh, hi?" Adriana rubbed the back of her head, an awkward smile on her face. "Name's Adriana. I think we're both looking for the same guy or guys, and I figured I'd share what I knew?"
"Go ahead and share. But." The lady - Erika, that was her name - glared at the screen. "What part of 'protected network' did you not get?"
"It wasn't that protected?"
"You're not helping."
"But it wasn't!"
Adriana has stumbled across one of the signal's destinations. And coincidentally, MSS is unofficially investigating a Westphalian who they chased all the way down to said destination.
1910, 6 September A.D. 2072 Sergey Gorshkov Conference Room
"How the hell did any of this work?"
Haruko blinked at the somewhat frazzled naval captain. "Ma'am," she said cautiously (they might share the same rank in name, but navy ranks were somewhat different which meant Candle outranked her, and she still found it confusing). "What do you mean?"
"Every little thing I do's becoming a dog and pony show," Candle grumbled. "Any time I do a stress test of the flight systems, it sends everyone in a panic. Then there was the gun battery tests - pretty sure some of the admirals that came by had heart attacks seeing a carrier have alien battleship cannons. Then there's the TMUs, and I know your boss is already planning another frame set that's designed to give me headaches." She held up a hand to forestall any additional input. "Don't get me wrong - I'm happy to have my ship back. But I can't do anything with her because it doesn't fit into doctrine anymore."
"If it makes you feel better, ma'am," Haruko replied, "we have our share of critics who also aren't sure what to make of our Super Robots." The resulting grumbling from the ship's officer revealed that no, it didn't quite make her feel better. "But we didn't exactly have doctrinal...anything to go by either. You may wish to clear it with your superiors, but perhaps reorganization as an independent task force might well settle down some fears." Haruko added a wry smile. "That, and perhaps they are terrified of being responsible for such experimental weaponry."
"...I'll give it a shot," Candle muttered, one hand grasping at her face in frustration. "Wouldn't mind not having some stars breathing down my neck all the time."
Relations w/Dana Candle (and by extension some parts of the NDF) are leaning towards Friendly.
0951, 8 September A.D. 2072
Command Center
"That...that's kind of worrying," you comment dryly.
"Our thoughts too, sir," Diana replies grimly. "Who would have thought there was a kaiju with restraint?"
The visual feed didn't lie. The very weary Defense Force presence in the Pacific has already borne the brunt of plenty of kaiju attacks spread around Korea, Japan and China (with some noticeable spillovers into the North American District). They're already readying themselves for what they see as the inevitable landfall of the kaiju...except this one was actively avoiding them. It never comes close enough to the coast to warrant Mercury V's deployment (even though there were more than a few false starts), and any time any visual assets get too close, it immediately dives back into the ocean.
The only image one gets is that of rather large eyes and scaly skin, depending on how good the picture fidelity is.
Troubling.
"Keep us posted," you tell Diana. "At this rate, the Perseus might get an earlier start than we'd like."
Recent kaiju spotted. Seemingly biding its time for...something.
One Turn Remaining.
1520, 9 September A.D. 2072
Engineering Bay
"So..."
"That didn't quite work as intended."
"Big boom."
"This is generally why you don't mix these generator types together. Or fuel types for that matter."
"Big boom."
"At least we had the armor glass sheets set up before we tried it."
"At least the universal adapter idea has some merit!"
As always, Katarina was trying to put the brighter spin on things, all with a heaping of truth to cut through any pessimism. But as Wilde and Henry removed their eye and ear protection, they both winced at some of the rather large gouges their protective measures had taken. The still smoldering and sparking wreckage of the Shepherd, the Jackal and the Falcon's power sources linked to a central hub all confirmed what they already knew - simply jamming them all together was not going to work.
And as much as Henry abhorred simply putting them all together like that when they were already confident it would happen, he still needed to see what would happen in actuality.
"So!" Wilde walked over, keeping a safe distance as he knelt down and examined some of the wreckage. "Pretty sure this was what did it. Katarina?"
"One moment." A holographic screen superimposed itself over the wreckage, showing a three-dimensional replay of the moment. "It's around here that we see it," she helpfully added.
"I see it." Wilde held up a hand, waiting as the various power surges pouring into the central battery fed into the system - all before promptly causing a spark, shortly followed by the battery exploding. "Stop here." Wilde looked over to Henry as he points at the one spot showing on the battery's readout before it began to spark and catch fire.
"Same. Taking in the power from all three isn't the problem. It's regulating the flow." Henry just huffed in annoyance, sharing a glance with Wilde. "Reminds you of something?"
"When we were doing surgery on Cavalier? Yeah. Only reason it worked was because we had Katarina there."
"The battery would also take up even more space even if it fully worked," Katarina offered. "As it is, this isn't something that would be safe to use in a combat situation..."
"It's a start," Henry conceded. "Battery lacks capacity and loses stability from trying to manage the separate power sources at the same time. So how do we fix it?"
Wilde paused, and then glanced out the window. Various flickering lights from the Xeno Technology department wasn't anything new, but it made him pause, and scratch his chin. "...don't suppose we already have a solution we haven't tried yet?" he muttered to himself.
Well there's your problem! The problem's been identified - and there are a few options that WIlde, Henry and Katarina have begun to brainstorm. New Options for Triple Combination unlocked - Three Turns Remaining.
"Wonder if Jiro's having a better time of it than we are?"
1720, 9 September A.D. 2072
Engineering Bay
Yukimura Jiro had seen quite a few things in his life.
He'd seen the very early developments of Mercury V. Hell, he'd been there when Uncle Rin was just beginning to plan it all and had watched Hiroki's early successes. He'd seen giant monsters rising from the depths, and seeing them defeated by the Union's own metal answers.
Not once did he imagine he'd see the actions the Marines were putting the Steed's capture software through.
"...you guys do realize the motion capture harnesses weren't exactly designed for...this, right?" he pointed out.
The officer standing next to him - he was pretty sure it was a captain, but he was still having problems figuring out ranks even after all this time - simply shrugged. "We're going to be using this a lot," he answered back. "And if we can't do everything with it like we're expected to outside of the suit, what's the point?"
Jiro shrugged - and then watched again as he saw the Marines testing the machines break out into a full sprint. Without pause, the Marine then lunged forward, landing with a heavy thud onto the treadmill before he began to crawl forwards, before kneeling and pantomiming holding a rifle.
"Any complaints so far?" Jiro ventured to ask.
"Nah." The officer shook his head. "Aside from the early hiccups, it looks like it's been working pretty well for us so far. Looking forward to seeing how well this works with the actual tests."
It was very, very strange to watch the one to one translation of the test frame copy him in real time. Just as readily, he watched one skeletal arm raise upwards, holding a fist before making various hand signals. Jiro winced at some of the earlier instances where that had broken some of the joints - if nothing else, it was teaching him a lot about the stress tolerances of the Steed.
On a separate screen, Jiro paid close attention to another set of inputs. The Steed had to be flexible enough, tough enough, and compact enough to serve as a cockpit unit in its own right - so as he watched a simulated Seeker frame moving, he nodded with satisfaction as the software was already auto correcting the errors that the Marines' motions might have caused. Like the officer said, nothing would give better feedback than the live tests - but this would prevent a lot of grief and false starts ahead of time.
As always, more testing was going to be required.
Very good data on the Seeker and the Steed with the Marine Expeditionary Force. One Turn Remaining.
1753, 9 September A.D. 2072
Engineering Bay
"It's just a giant knife!"
Greg blinked, then stared back up at Anthony. The Steed he was wearing pantomimed a shrug as he gestured with a free hand - the industrial torch in the other remained firmly in place and not pointed at anyone's face. "Yeah, so?"
"I mean, I kinda figured our first job would be something a bit flashier." Anthony's own Steed shrugged as he applied a final layer of paint along the massive hilt. "Guns, one of those laser beams they're throwing around - something like that."
"You realize," Kelly added from the console, "that we're making a giant knife for use by a Super Robot to possibly fight alien robots or kaiju."
"She's got you there." Greg grinned as he applied a final touch to the heating unit. "Just about done here! Everyone good?"
"Good here!"
"Good here too! Get the test slab!"
Minutes later, Anthony was dismounting from his Steed last, joining the others at the console in the isolated protective room. "Alright," Kelly grinned as she manipulated some final inputs on the screen. "Testing our very first equipment for the Super Robots - the Heat Knife!" She paused. "That sounded more impressive in my head. Anthony's got a point…oh well. Three! Two! One-!"
The room immediately grew MUCH warmer, even past the protective screens as the heat flared to life around the edge. As the cranes lowered the slab of steel, they all shouted with glee as the knife carved through it, parting the hardened alloy like butter. Sparks and melted steel flew in various directions, until Kelly hit the kill switch, the weapon having proved its point.
"…I take it back," Anthony said once the heat had finally died down. "That was pretty cool."
"Toldja."
Heat Knife constructed.
Heat Knife
- Duration to Fabricate: One Turn
- Duration: Six Combat Rounds
- Grants +1d6 to Strike
- On Critical success, dice explode
QM note - I will not go so in depth on descriptions of constructed items if you do repeats in the future. The first time like this though? It will be like so.
2329, 9 September A.D. 2072
Engineering Bay Database
I've gotten pretty good at fixing mechs these days. Especially with a certain sentient tank that's prowling the Proving Grounds, but I won't beat him up too much about that. Point stands - after the Seeker business with the Clown and fixing up said tank, I think I've got a much better grasp on how to make new designs.
So, the Sledder. Not exactly a combat design, more of a support. I'm seeing this as another shoe-in for the First Response Corps - rugged off road vehicle, tow cables, and the ability to share power with all sorts of things. Only problem is, it's very much an iteration of the Jackal. Almost like an updated variant. Is it possible for an AI to have writer's block? Because I totally felt like I had writer's block on this one - spent a good amount of time having my subroutines go back to the Jackal before I was able to get that out of the way.
The Sledder is not a combat unit. It's a support unit that can fight if it has to, but that's not the point. I'm seeing this as a way to help bridge the power gap that we've been having with combining units. Really surprised that Wilde and Henry were able to make the Timberwolf work, but when the Beowulf's wearing the Shepherd like a suit of armor, the power sources are a heck of a lot less of a problem. So I'm paying attention to what they're doing with that, even if our timelines aren't compatible to be a 100% match. The central battery idea could be a thing - gotta see what I can do with a pack of Sledders for that idea.
Even the Clown's onto something. I'm getting caught up with designing this thing to move in ways the humanoid form really isn't meant to, and there's parts of the body that are just getting too inflexible. Some of that - can't help it, the Steed's an entirely different thing that can afford to be more human-like. The Sledder's going to be a bit chunkier than the Jackal, but when you're a walking toolbox and power generator, there's no real getting around it. But that's no reason to have its range of motion be worse than a bomb suit's.
Eh, I'll figure it out. I've got some time with it.
Lana is making steady progress, though she's had to bash her head against the idea initially.
Two Turns Remaining.
0245, 14 September A.D. 2072
The Lair
"I am not a human medical practitioner by any means, Boris, but I understand that even you require periodic rest maintenance. Why are you still awake?"
"Hm?" Boris looked up to see Patch's bemused form looking at him through the comms link. "Oh, I'm absolutely fine, Patch," he tried to assure him. "It's-" He paused, then looked at the clock again. "...good heavens, I barely got started on this."
"So you said nearly a cycle ago," Patch shot back, a knowing smirk on his face. "I've seen Architect slip into such trances, but I suppose humans are capable of it as well. What are you examining?"
"It's-" He paused to yawn, before continuing, "-it's the Drone wreckage. The processors that we were able to recover. I've been examining them."
"Do tell. My own observations are somewhat biased, admittedly."
"The Drones' processors are actually quite efficient for what they are. Granted, I suppose that is due to the limited scope the Drones are constructed for. But from a human perspective, there is quite a lot in it. Basic functions, skills, even some self preservation protocols."
"You will find that the last revelation is not particularly astounding," Patch cautioned. "The Free Brothers tend to set those values quite low. If you observed the recent altercation Cavalier and Lieutenant Callaghan were involved in-"
"I did, I did," Boris agreed. "But what I find interesting is that while these are printed almost en masse, there is potential for growth and development." At a raised eyebrow from Patch, Boris insisted, "I am looking at the coding in front of me, Patch. And we have the observations from Zulu to prove that nonstandard development of personalities and quirks are entirely possible. Just, the attrition rate is so high as to make said cases somewhat rare."
"You're thinking of incorporating this?"
"Perhaps. I need to look more into it." Boris yawned. "Or I will when I catch some sleep."
"Can't...humans subsist on that strange black liquid your superior is so fond of drinking?"
"I am not that desperate, Patch. Not at this time, anyhow."
Naturally, Ignatov is noticing a rather interesting factor about the Drones' minds. He's getting some ideas for AI development. Super AI option unlocked.
1136, 16 September A.D. 2072
Carlson Laboratories
"Sam here. I want to get it on record that incidents like today are why we follow safety protocols. There's no point in doing Science unless we're safe enough to keep doing more."
Science.
"Suitably solemn, boys and girls, thank you. Now - a special thank you to Ivanna for checking the math, and for containing the interesting feedback loop shockwave our experiment produced."
"You are welcome, Doctor Carlson."
"Right, with that out of the way - we tested to see if the pilots in a Psychic Theater could alter the K-Class Materials embedded in the Super Robot. Short answer - yes. Long answer - yes, but right now it's unpredictable. One test we had K-Scale Mesh turn tougher than diamonds. The next test under damn near the exact same circumstances turned it softer than taffy. Only reason I can chalk it up to right now was due to pilots' fatigue - or someone was getting really hungry for candy taffy. Can't prove it one way or another. I just know that the lapse in concentration nearly fried the MMI circuits and the lab circuits. Just glad that the emergency kill switch works, not happy we had to find out under these circumstances.
"We'll keep testing, but while you can alter K-Class and make some minute changes, we're going to need some more data.
"Sam Carlson, we're done here."
As Sam mentioned, momentary changes in K-Class is entirely possible. But initial data is all over the place, and it nearly caused injuries or worse, but for Ivanna's intervention. Sam is confident that there's something to be had here, but he's going to be more careful in the next month.
One Turn Remaining.
0001, 17 September A.D. 2072
Xeno Technology Laboratories
You're not entirely sure what Zulu is doing with the handheld blasters that were recovered from the Drones. But he's doing something with them.
Whenever you ask, words revolving around 'ergonomics' and 'efficiency' with a dash of 'outdated chemical propellants' get floated around a lot. With enough poking, however, you eventually learn that the main push behind the analysis is not for his benefit - he knows damned well how the weapons work. He's trying to translate it into a way that makes sense for the human war forms, as he puts it.
Beyond that, you've got nothing, and Max is too busy cackling about her own project. Which scares you as much as it exasperates you. So for now, you leave Zulu to his work, and trust that he'll have some form of heavier weapons for the support teams eventually.
Zulu is trying to rework the blasters into a form that makes sense for the super robots and the support team.
One Turn Remaining.
0001, 17 September A.D. 2072
Xeno Technology Laboratories
The report you're getting from Max, on the other hand, is borderline gibberish. And given that this is Max, this is really saying something.
She was charged with examining the Empathic Booster the Regent had given you practically a year ago, and you're somewhat concerned with all of the transcribed laughing in the report. But you've also long since learned to parse through the mad parts of 'mad science' so after a little bit of digging, you discover:
- So far, the Empathic Booster seems to latch onto a particular emotion and amplifies it.
- The emotions it boosts seem to be relatively mundane and benign ones taken to certain extremes. In Max's case, there is joy in conducting her research, and the resulting boost seems to have had the same effect of injecting coffee straight into her blood stream. With resulting productivity leading to mountains of (somewhat incoherent) notes.
- The prototype emitter that she'd built burnt out almost immediately, suggesting that it needs to be in use alongside the C-Crystal.
You get reassurances...of a sort...from Ivanna. She's fine, she's still working and she's still coherent, but the initial shock is like being exposed to laughing gas for the first time. She still has two months left to go, so you leave her to it...but you also remind Ivanna to throw cold water onto her if this gets out of hand.
You have no idea what's going to come about from this.
Um. Well.
Two Turns Remaining.
1508, 17 September A.D. 2072
Xeno Technology Laboratories
Your last report from the month comes from Mary - and it's relatively normal compared to everything else.
Her lab is now well and truly established, and she and her team have wasted no time in beginning to put practical application to the papers they theorycrafted so many years ago.
There's not much else to say - cultivating crystalline growths takes time, and Faedium is evidently no different in that regard, even with the state of the art equipment your facilities have granted her.
"The crystals should be able to hold quite a bit of power," she tells you when you press her for early predictions. "How much? We don't know - we are still missing numbers that the first month will give us to do the math. How tough? Again, see the first answer. I can only guess right now in broad strokes: a lot, and maybe a little fragile. Yes, I know this is singularly unhelpful, but so is asking me for these answers when the first month requires us to figure out what we do and don't know."
Fair enough. You suppose you're just used to mad science types who are less cranky about being asked questions like this.
Mary's getting set up, and the first Faedium samples are being cultivated. There's a lot we don't know on parameters yet.
Two Turns Remaining.
One last communique did reach your desk. Your old friends in the logistics world have come through for you, and they have something for you.
Well, two things for you. You're still not sure where they found a burnt out rocket engine, and you're not sure you want the answer to it.
No, what catches your attention is the heavy duty cargo helicopter.
The old Saddle class of helicopters is a relic by today's standards - two rotary engines set on opposing wings, room for a crew of two pilots and a cargo team, a healthy amount of cargo space (allowing for several pallets of supplies, or one or two wheeled vehicles) and a claw apparatus that could latch onto containers and other designated cargo for limited jumps. The advent of the modern day drop ship rendered this frame obsolete by the EUDF a decade ago (one large ship that can do the work of a fleet of smaller ones), but you were just getting your career started when these things were still being used.
The frame you receive has seen better days. The engines are missing, and there's rust and other signs of wear and tear both in and out of the helicopter. But given some care, it could be refurbished.
Only question is - what the heck are you going to use it for specifically?
- 1x rocket engine (burnt out, frame still serviceable)
- 1x Saddle cargo helicopter (severely stripped down, but can be refurbished)
Work and a general writer's block fought me on this update every step of the way. Now it's done. I'm going to get some sleep.
You wave at the towering Kaus - or at least, try to. Today, you've taken to practicing on the Shade that Wilde and Henry had set aside for you as a gift joke one day. Your motions are clunky and clumsy, you have next to no idea how the majority of the functions work, and you're pretty sure you are forgetting half of the maintenance checklist for before and after operating this damned thing.
But at least it cuts down the size disparity between you and the Legion's leader slightly.
"Bandit?"
"Yes. We're here to place him in custody as we agreed," Galbinus confirms. "We have constructed holding cells that will be sufficient in restraining them."
You look past him for a moment. Cavalier, naturally, is chatting up Jessica and Richard. They're both just sitting on opposite shoulders, with the scout also just lounging around on the campus grass fields. Hotwire and Tracker seem bemused at the trio of Charlie, Frankie and Iris, who in turn are looking at the two Kaus as if they had just come from outer space (which, to be fair, they kind of did). Patch, unsurprisingly, is catching up with Boris as they talk over some new conundrum or theoretical idea. You don't see Ichiro, but given that Galbinus is around, you just get the sense he doesn't feel like going another round with the Legion's founder in the Proving Grounds.
Galbinus follows your gaze for a moment, and his expression softens. "Not once did I believe this would be possible when we landed," he admits. "At least, not without anyone aside from Jessica. I was convinced that Tyrannous had already rusted relations between humans and Kausen before we had a chance to break away and consolidate. Even if this is just a small sample size..."
"We at least have this, yeah," you agree. Your own expression, however, is pinched with concern. "It won't be long before Tyrannous tries to cut deals with someone on planet, though."
"He may already have done it," Galbinus agrees. "But that is a concern for another time. It is trying enough to simply counter Tyrannous's raids."
"Let me know if there's anything we can help out with on that front," you offer. "He's only going to make it worse."
Bandit (or the pancake that we call Bandit) has been taken into Legion custody.
OOC: The Defense Force options focuses on a few key items:
- Pilot Training - Exactly as it sounds. There will be options to increase and/or refine the capabilities of your pilots.
- Super Robot Deployments - Also exactly as it sounds. Every so often there will be an opportunity that materializes, and your teams will have the opportunity to get involved. There will be a mini-turn after the main turn's decisions and rolls have completed, giving you a broader picture of what's going on - and if any Situations need to be prepared for the next turn.
- Defense Force Network Monitoring - More or less how you determine if something requires your Super Robots' attention or not. The Reaction Force will give you updates as to what is going on in your immediate area, but this will be elaborated on later.
- Liaisons with Defense Force officials/other Super Robot teams - Narratively, it's always a good idea to stay on friendly terms with your peers. And doing so may unlock new opportunities moving forward...
Haruko Sasaki
- If placed in Pilot Training, you may re-roll a failed roll.
- If placed in Liaison, gain 1d6 to your roll. Diana
- LOCKED - Reaction Force Monitoring
- Wherever she is slotted, reduce the Threshold by 1. Adriana
- LOCKED - Blue September
- If placed in Reaction Force Monitoring, gain chance (at Disadvantage for 1d6) to uncover additional details, regardless of success or failure.
Reaction Force Monitoring
Free Action (does not Require Advisor)
Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
Notes: You are already tapped into the Defense Force Network, so you are always at least passively aware of what's going on in the wider Earth Union. If you leave well enough alone, you may have a chance of something crossing your desk and giving you the option to intervene. If you are actively looking, you are more likely to discover activities of enemy Action, unlocking new opportunities to investigate and pursue.
The results and new options, if any materialize, will be available for selection next turn.
[] Reaction Force: Passive Monitoring - Requires No Advisors
[] Reaction Force: Active Monitoring - (Which Advisor?)
Super Robot Deployments
Free Action (does not Require Advisor)
Requires available Super Robot and Pilot(s)
Requires available transportation (unless specified)
Notes: These will show the hotspots you have identified already that could warrant the attention of the Super Robot teams. These range in severity from something simple (for your teams) to handle, to something that is seen as more catastrophic requiring your attention (such as, say, a Kaiju stomping around downtown).
At the moment, you only have one option available. But it's one that's been hinted at for quite some time!
Richard Callaghan/Beowulf
- LOCKED, Requires One Turn to recover
SAI-01 Ichiro Banner
Tellison, Zhang/Perseus
Satsuma, Thunderbolt
Pilot Training
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Two Turns
Can Assign: Sasaki, Diana, Adriana, Katarina
Notes: Exactly as it sounds - whoever is overseeing this particular assignment will be making use of the Proving Grounds and any other particular blend of 'fun' they can come up with. The thresholds for success and the rewards will vary - these can include new abilities, refining existing ones, or an increase in Actions per Round or even team-up attacks for example. One Advisor is required - but you can then place in as many pilots/teams as you wish.
As for the threshold for each team and pilot, you won't quite know until you develop a baseline for them (i.e., putting them through the training initially). As a rule of thumb, new and inexperienced pilots are relatively easier to help improve, while the more experienced ones have somewhat diminishing returns. Experience roughly corresponds to Green, Inexperienced, Experienced, Veteran, Ace. The less experienced they are, the easier it is for them to learn and gain bonuses - but said bonuses will be quite modest. The higher in experience they are, the harder it is for old dogs to learn new tricks - but if they succeed, the results will speak for themselves.
A pilot or team can be pulled from training for combat - however, it will delay the duration by one turn.
Experience is gained from
[] Pilot Training: Richard Callaghan/Beowulf (Which Advisor?)
- Experienced, Threshold of 5-6
- LOCKED, Requires Two Turns to recover
[] Pilot Training: SAI-01 Ichiro Banner
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Tellison, Zhang/Perseus
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Charlie, Frankie, Iris
- Which Advisor?
- Green, Threshold of 3-6
Liaison Duties
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: This mostly applies to other elements in the Defense Forces, the other Super Robot Teams and the Legion. Failing these rolls does not necessarily reflect worsening relations, but just mostly that whatever you were setting out to do didn't produce the results you were aiming for (such as cooperating to track down a particular target). Each Liaison also has their own agenda in particular, and depending on if you're successful in fostering cooperation with them, different targets of opportunities for the Super Robots will appear for follow on deployments.
Each Liaison will have a Baseline Threshold. In a vacuum, and if no other factors are in play, this is what you would require to succeed to cooperate with them. However, other factors (busy with their own agenda, recent events influencing positive or negative behavior towards you, etc) will modify the Threshold as well. For this turn, no other factors are in play just yet (with one well known exception). Expect that to change soon.
[] Liaison: General Li/GDF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- You're not exactly close with the Ground Defense Force general, but there is no doubt that General Li greatly appreciated being the first to field the Centurions. It could be worth your while to follow up and see how they're doing, or if there's anything else that needs doing.
[] Liaison: Colonel Kim/FRC
- [] Which Advisor?
- Relations: Friendly
- Baseline Threshold: Simple (4-6)
- The Jackals have by now become ubiquitous across the North American District, and more are being seen being produced and fielded elsewhere. Colonel Kim's enthusiastic endorsement of the frames were partially responsible for that - it could be worthwhile to check in, and see if he's uncovered anything that you can use.
[] Liaison: Colonel Bernard/MEF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- Awkward first meetings over San Diego and the Falcon aside, you and the Marine Expeditionary Forces officer get on just fine. Ahead of his forces getting ready to field the production models of Seekers, it may be a good idea to check in with him.
[] Liaison: Captain Dana Candle/NDF
- [] Which Advisor?
- Relations: Neutral, leaning towards Friendly
- Baseline Threshold: Moderate (5-6)
- The last you've heard, Candle has been going back and forth with her superiors on what the hell she's supposed to actually do with the Sergey Gorshkov. She's actually quite keen on becoming an independent task force of sorts, but nothing concrete has come of it just yet. You could always check in again and see how it's going, but you're not sure if that would be seen as active meddling on your part.
[] Liaison: Dr. Yukimura/Yukimura Institute
- [] Which Advisor?
- Relations: Friendly, leaning towards Close
- Baseline Threshold: Moderate (5-6)
- You are on good terms with the Yukimura Institute. You don't have any outstanding reasons to approach them now, but laying the groundwork for future cooperation never hurt anyone (except the kaiju).
[] Liaison: Mander/MSS
- [] Which Advisor?
- Relations: Neutral, leaning towards Friendly
- Baseline Threshold: Moderate (5-6)
- Note: You owe them a favor (Deployment #3)
- You owe Mander a favor. They have a mostly positive attitude towards you, but aside from the one engagement at France and Sasaki's overtures from last month, you haven't had much interaction. You could try arranging another visit.
[] Liaison: Galbinus-R/Legio Galbinus - [] Which Advisor?
- Relations: Warm, Allies
- Baseline Threshold: Simple (4-6)
- The DFRI and the Legion get on like a house on fire. After saving Cavalier, building the Enclave and helping them with Variable Configuration, you are as close as can be with Galbinus and his crew. Why not check in with your friends from the stars and see what else needs doing?
[X] Blue September
- [X] LOCKED - Adriana
- It seems that somehow, Erika and Patrick have also chased down a lead interlocking with Adriana's. Some sort of operation is going down involving underwater traffic, but there's still 50-50 signs of it leading to either kaiju or Westphalian-related. God forbid that it's both, you're not sure that's going to lead anywhere good for you. All that's left is to let Adriana keep lending her assistance to Erika, and see what's actually going on.
- Chance of Success - Roll of 2d6, Threshold Unknown
- Duration - 1 Turn Remaining
[X] Reaction Force Active Monitoring - Kaiju Spotted
- [] Which Advisor, if any?
- Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
- Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
- The kaiju roaming around Japan's shores is still continuing to worry just about everyone. It's almost as if it's sizing up a particular part of the coast for attack...but where? Why? And how, beyond the classic kaiju method of stomp, maim, destroy?
- Duration - 1 Turn Remaining
OOC: Engineering is both the same and a little different from before. Some notes to consider for you all:
- Engineering's short term focuses revolve around upgrades for the existing Super Robots. For example, Ichiro has just returned from combat somewhat battered, and he will need at least one turn of downtime to be back up to fighting trim. Once he's fully repaired, you can then look to give him some permanent upgrades.
- Practical Application of the new technologies you have researched remain a classic option. When the Science Department unlocks the secrets of a new technology, it still falls to Engineering to find a practical use for it (see: K-Scale). As always, this is a matter of time (turns) and successes (rolls). This covers prototyping new designs (or variations of existing ones) and effectively building the new Super Robots via this action, or new weapon or equipment designs.
- Super AI Development is still an option, but this usually remains a very long-term project (such as it was with the AI Sisters and Delphi). They are either base support Advisers, or Super Robot AI - either way, this results in a new character (hence the care taken in developing them).
- Item Construction is a new option for you all. In a vein similar to the one-shot Zirvitium knuckle dusters and the Shard Kit, you can dedicate a few turns to constructing a ready-made arsenal and toolkit set for your Super Robots deploying to battle.
- As always, the most recent list of everything you have researched thus far is referred to on this page.
Wilde and Henry
- LOCKED - Triple Combination - Prototyping
- If assigned to Practical Applications, gain 1d6 to rolls.
- If assigned to Construct Super Robot, reduce Duration by One Turn. The Build Team
- Can only be assigned to Item Fabrication. Lana
- LOCKED - Construct Super Robot Support - Sledder
- If assigned to Refit Super Robot, roll 2d6 (Threshold of 5-6). On success, reduce the Duration by One Turn.
- Lana may offer a re-roll to any failed Engineering roll. Only applies once per turn. Jiro Yukimura
- LOCKED - Steed Standardization - Over There
- If assigned to Practical Applications (and Design Super Robot or Design Support), gain 1d6 per roll.
- Critical Success is now 4-6 (applicable depending on Success Threshold). Applies ONLY to Jiro's assigned Action. Boris Ignatov
- Threshold for success on AI or Kaus Actions is reduced by One.
Refit Super Robot
Requires Advisor
Duration: One Turn minimum (more extensive upgrades may increase Duration)
Notes: Exactly as it sounds, this will provide upgrades from your existing technology and equipment to a given Super Robot. For 'minor' upgrades such as ZIrvitium Plating or Anti-Gravity Solution, this would only take one turn. However, fitting a Super Robot with more internal upgrades such as K-Circuits or outfitting it to enable the Psychic Theater will take longer. Refitting the unit for Combination would take even longer, and so forth.
Fitting a Super Robot with new weapons, unless specified, is generally a simple process that does not require extensive refits.
Note: You can choose to Upgrade a Super Robot even if it is currently undergoing repairs. The upgrades will finish alongside repair completion.
[] Refit Super Robot
- [] Which Super Robot?
- [] Which Upgrades?
- [] Which Advisor?
Practical Applications
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies (Two Turn Minimum)
Notes: Once a new design concept is fresh off of the researchers' plates, it is up to Engineering to figure out a practical way to manufacture something useful out of it. This also folds in the original 'Experimental' suite of actions, so I decided to fold these all into the same group. This can cover everything from designing and prototyping new Super Robot/Support designs, to new weapons with existing technologies (Dispersion, Zirvitium, etc.).
[] Design Super Robot Core Unit
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Construct Super Robot Support Unit(s)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Design New Equipment (Weapon)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Funnel Development
- [] Which Advisor?
- The Funnel Concept does work. However, it still has quite a few restrictions that limits its current usefulness. Some new technology may become readily available for use in development, but it's not there yet. Work with the understanding that you have, and see how much further you can practically take this. Who knows? You might have made an impromptu boomerang to start with, or something.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: Three to Five Turns
[] Even More Gun
- [] Which Advisor?
- Bandit's customized blaster, as it turned out, was nothing more than just adding even more bits of blaster together to get more blaster-y. At least, those were the terms that Wilde used - Henry clarifies as usual, pointing out that Bandit basically welded several Kaus blaster components to gain a greater yield of firepower. What's noteworthy about it is the fact that it didn't just overload and explode on him, while also giving him the general firepower of a heavy blaster. It's entirely possible that the support units could get a boost in their firearms - though nothing nearly so overlocked as Bandit's. You have safety standards, after all.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: Two Turns+
Equipment Fabrication
Requires Advisor
Duration: One to Two Turns (Varies)
Notes: This does not cover weapons or the solid heavy equipment. This specifically covers the one-shot use items such as Ichiro's Knuckle Dusters and the Shard Kit, useful items that the Super Robots may need to level the fight in their favor. These are relatively quick to fabricate, but it is always worthwhile to have a ready made stock.
[] Equipment Fabrication
- [] Which Item?
- [] Which Advisor?
- "If you ever need to know what you can order us to make, boss, just refer here. This is an ongoing thing, but depending on what else the crazies at the research department can come up with, we'll have more options available to us."
Super AI Development
Requires Advisor
Chance of Success (Roll 2d6, Threshold Varies)
Duration: Four Turns Minimum (Varies)
Notes: If you want to develop a new Base or Super Robot AI, this is the option to do so in. As you've witnessed before, developing an AI is not an easy or short process - you will need to have in mind what you want them to do before you start.
[] Base AI Development
- [] What do you want the Advisor to do?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Four Turns+
[] Super Robot AI Development
- [] What do you want the pilot to be?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: Four Turns+
[] Pooling Research - Drone Support
- [] Which Advisor?
- Boris's study of the Drones has given him some ideas about potentially coopting the technology behind the Drones for the Institute's own ends. Naturally, he's not going to even think about going for the semi-lobotomized nature of the Free Brothers' hordes - Zulu is already an uncomfortable enough example of what that entails. However, could we create our own Drones with the added capacity to learn and grow? Not only could this lead to additional help, this may help ease the introduction of the Super AI concept to the wider Union with healthy, well adjusted citizens...or at least, as well adjusted as the DFRI allows.
- Chance of Success (Roll 3d6, Threshold Unknown)
- Duration: Three Turns+
- Though Ignatov assures you that he and his team can oversee the development of new AI, he won't be able to give you more specifics on time and chances of success until some rough parameters and expectations are given. As you currently are well enough staffed in pilots and Base AI personalities, this is not a pressing matter at the moment. It's still good to know you have this available as an option though.
Enemy Wreckage Analysis
Requires Advisor
Chance of Success (Roll 2d6, Threshold of 5-6)
Duration: One Turn
Notes: The wreckage available for study are:
- Beast Mega Blaster
- Drone Wreckage
[] Enemy Wreckage Analysis
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: One Turn
[X] Construct Super Robot Support Unit
- [X] Sledder
- LOCKED - Lana
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Two Turns Remaining
[X] Triple Combination - Prototyping
- LOCKED - Wilde and Henry
- In classic military fashion, Wilde and Henry have come up with two courses of action for the Triple Combination problem. One: they can continue to create a Universal Adapter with conventional parts - and by conventional, they mean copious amounts of K-Class Materials. However, there's no guarantee that this will work, and it might even lead to space and efficiency constraints. But their second idea is basically just throwing engineering at the wall and seeing what sticks - they want to try some of the early Faedium samples Mary's team have been cultivating to see if this would work. Mary herself is supportive of the idea (as you might expect), but even she isn't sure if it will work. But if it does, it's going to lead to a headstart in her own project.
- Continue Universal Adapter - Chance of Success (Roll 2d6, Threshold of 6)
- Roll the Dice with Faedium Crystal - Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: 3 Turns Remaining
[X] Steed Standardization - Over There - LOCKED - Jiro
- Jiro is pretty close to completing the Steed Cockpit Concept with the MEF's volunteers. Colonel Bernard has also shown interest in the new Seekers - and has a little bit of gloating that his forces will be among the first who fields them openly. There isn't much left to do, but he refuses to be rushed on this - one more month ought to be sufficient time for this.
- Chance of Success (Roll at Advantage (3d6), Threshold of 5).
- Duration: 1 Turn Remaining
SCIENCE.
That said, not much has changed on these options. They are still broken down between specific new projects, and the broader categories of ESP Theory, Kaiju Biotechnology, Xeno Technology, and any remaining gifts of the Regent left on the docket.
SAM CARLSON
- LOCKED - Psychic Augmentation
- If assigned to ESP Theory or Kaiju Biotechnology, reduce the Threshold for Success by 1. Max Brand
- LOCKED - Empathic Booster
- If assigned to Xeno Technology, you may add 1d6. Ivanna
- You may re-roll any failed Science roll once per turn. Zulu
- LOCKED - Handheld Blasters
- If assigned to Xeno Technology, you may add +2 to the value of the lowest rolled d6. Mary McCullough
- LOCKED - Faedium
- Critical Successes explode. (The dice, that is, not her experiments. Usually.)
ESP Theory
Requires Advisor
Chance for Success (roll 2d6, Threshold Varies)
Duration: Varies
Notes: You've pushed ESP Theory pretty far, and Sam can be reliably marked as the top expert (and probably the only expert) in the field. The Man-Machine Interface, the Psychic Theater, and the initial forays into altering K-Class Materials - all are still viable options to pursue as well. Your options will vary, but write in what angle you want to pursue, and the rolls will tell what that develops into.
[] Refine Psychic Theater Principle
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
Kaiju Biotechnology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies
Notes: Like ESP Theory, Kaiju Biotechnology (and the resulting K-Class Materials) form the bedrock of your 'super science' powering the Super Robots.
[] Explore K-Fang Development
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 6)
- "Sam here! So now that we've actually got viable vats of K-Fang, it's time for some experimentation! We're all here because we have a giant chunk of Dragon's bone, and we want to make a weapon of mass destruction out of it! So! Who's ready to make something ridiculous?"
Xeno Technology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: Xeno Technology is a catchall phrase describing all the technology coming from the Kausen and the Regent (C-Crystals are very much counting as Xeno Technology for the purposes of the system). You are only scratching the surface of what both fields have to offer, but Max and Zulu are there to unlock the rest of what these new fields hold.
[] Kausen Equipment
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
- Anti-Gravity. Zirvitium Alloys. The Dispersion Field. Shard Technology. These are all new revolutionary things for humanity, but are at best ho-hum for the Kausen (with exception to the Dispersion Field, which they regard as finnicky at best). You aren't going to outdo them in their own technological fields anytime soon, but Max is confident that you can put your own spin on the technologies and see if you can't surprise the Free Brothers. Preferrably with a punch to the face. Repeatedly.
[] C-Crystals
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll at Disadvantage, 1d6, Threshold of 4-6)
- Duration: Two Turns
- The C-Crystal Generator is finished, and the "Master" crystal is safely ensconced in the deepest parts of the Command Center. You can leave well enough alone, but aside from Satsuma's integration wtih the C-Crystal, it may be worthwhile to conduct some additional tests, in case there's something the Regent didn't mention or if there were side effects even it wasn't aware of. Though you have been able to make the generator and it is now fabricating C-Crystals with no difficulties, there's still too much about it you do not know about it, even beyond the 'must be this heroic to use' clause.
[X] Explore K-Class Psychic Augmentation
- LOCKED - SAM CARLSON
- Chance for Success (roll 2d6, Threshold of 6)
- Duration - One Turn Remaining
- "Sam here. I think we've all learned our lesson last time - we all eat a healthy lunch or dinner before we conduct testing. Unless you're on the centrifugal lift, in which case you want to eat light or not at all. *ahem* We're going to make our hypotheses about the augmentation a little more modest this time around - science is no good to us if it means we lose testers. I'm not looking for a dramatic shift in K-Class via psychic powers or even the Theater, but I'm pretty sure we can do something with this idea."
[X] Gifts of the Regent (Empathic Booster)
- LOCKED - Max
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns Remaining
- So far, the story checks out - the Booster does in fact amplify emotions to achieve some sort of tangible effect. The joy of research wasn't what you had in mind, but it's good to know that it sort of, kind of, does work. You think. But now that Max has mostly gotten it out of her system, the next step is figuring out how this can actually be practically used for the Super Robot.
[X] Handheld Blasters - Kausen Equipment
- LOCKED - Zulu
- Duration: One Turn Remaining
- Chance for Success (roll 2d6, Threshold of 5-6)
- From what you can tell, Zulu is trying to outright replace the slug thrower rounds of human weaponry with some form of the Drones' energy blasters. According to the Legion's Kausen, these are on par with 'civilian' models of personal weaponry. Yet for you, this would be quite the boost for you. Zulu has doubts that it will outright work the way he wants it to, but he seems confident that he can produce some results.
[X] Faedium
- LOCKED - Mary
- Chance for Success (roll 2d6, Threshold Unknown)
- Duration: Two Turns Remaining
- Early samples of the Faedium Crystals have emerged, and progress continues as normal. However, Wilde and Henry's suggestion to try and test the Faedium for the Triple Combination idea has her intrigued - she does need additional hard data, and she's more than willing to offer some samples. If they don't work or if they break, then that's valuable in itself in how far her own efforts have come. If it works, it's going to jumpstart her own efforts.
Katarina
- Katarina can add 1d6 to any roll across all categories. Can only do this once per turn.
[] After Market Purchases
- [] Which Advisor (Can be Special or Engineering)
- Chance for Success (roll 2d6, Threshold Unknown)
- Duration: Two Turns+
- Your old friends came through for you, and delivered a burnt out rocket engine, and an old Saddle cargo helicopter. To anyone else, these would be curiosities at best, and complete garbage at worst. But your team built the Pegasus out of worse than that - now the question is, what can you do with these?
[X] Plan not much to do.
- [X] Pilot Training: Charlie, Frankie, Iris
-- [X] Haruko Sasaki
- [X] Base AI Development
-- [X] Boris
-- [X] Generalist AI
- [X] Energy Blaster
-- [X] Build Team
-[X] Triple Combination - Prototyping
--[X] Roll the Dice with Faedium Crystal - Chance of Success (Roll 2d6, Threshold Unknown)
--[X] Katrina
-[X] Kausen Equipment: Anti-Gravity
--[X] Try to free more space on the Pegasus to carry more units
--[X] Ivanna
In order to appease the automated board system, have some body text (as it's not counting the spoilered stuff). Decent turn all around, with a few very good rolls included. Enjoy.
Pilot Training: Argonauts
Assigned: Haruko Sasaki
- Re-Roll One Failed Training Roll
Duration: Two Turns
Rolling 2d6, Threshold of 3-6): 5, 3
The Argonauts have the makings of a solid team. Haruko is learning, however, that they still have issues to work out. One Turn Remaining.
Blue September
Assigned: Adriana
- Make One Additional Roll at Disadvantage for additional results
Duration: One Turn
Rolling 2d6, Threshold Unknown: 4, 3
Adriana's Snooping: 6
We have an answer on whether this is a Westphalian or Kaiju operation. It's both. New Deployment Action Unlocked.
Active Monitoring
Assigned: Diana
- Reduce Threshold by 1
Duration: One Turn
Rolling at Advantage (3d6), Threshold Unknown: 4, 1, 5
The Kaiju is beginning to make aggressive moves, but it remains frustratingly beyond reach. It's narrowed its area, but either you wait for it to make landfall or you go directly towards it. New Deployment Action Unlocked.
Triple Combination - Prototyping w/Faedium proto-sample
Assigned: Wilde and Henry, Katarina
- Wilde and Henry: Gain +1d6 to Triple Combination
- Katarina: Gain +1d6
Duration: Three Turns
Rolling at extreme Advantage (2d6, +1d6 from Wilde and Henry, +1d6 from Katarina), Threshold Unknown: 6, 5, 2
Did they run into problems? Absolutely. Did it get results? Very much so. Two Turns Remaining - One Turn reduced for Faedium.
Steed Standardization - Over There
Assigned: Jiro
- Gain +1d6 to Practical Applications
- Critical Success is 4-6
Duration: One Turn
Rolling at extreme Advantage (3d6, +1d6 from Jiro), Threshold of 5: 1, 4, 4, 5.
Critical success! Jiro has not only successfully integrated the Steeds as the standardized Super Robot cockpit unit, he's made progress into a theoretical follow up unit. MEF support unit stood up and ready to deploy. New Practical Applications Action Unlocked!
ConstructSuper Robot Support - 'Sledder'
Assigned: Lana
- Re-roll ANY failed Engineering Rolls. Applies once this turn.
Duration: Two Turns
Rolling 2d6, Threshold of 6: 1, 2
Lana triggers the re-roll: 3, 6
The Sledder is proving to be a much trickier design than anticipated. But designing a new chassis with all of the lessons learned over the last few years is proving to be incredibly valuable. One Turn Remaining
Base AI Development
General Assistance
Assigned: Boris
- Reduce Threshold by 1
Duration: Four Turns+
Chance of Success (Roll 2d6, Threshold of 6 5): 5, 6
Greater success! Boris has struck a brainwave - literally. Additional options to be voted on in narrative post.
Explore K-Class Psychic Augmentation
Assigned: SAM CARLSON
- Reduce Threshold by 1
Duration: One Turn
Chance for Success (roll 2d6, Threshold of 6 5): 5, 6
Critical Success! (QM Note: Seriously!? Two 5, 6 rolls in a row!?)
Gifts of the Regent (Empathic Booster)
Assigned: Max
- Add +1d6
Duration: Two Turns
Chance for Success (roll at Advantage, 2d6 + 1d6, Threshold of 5-6): 6, 2, 4
Max is not completely overtaken by the Booster anymore. Which is good. She seems to have some idea of incorporating the Empathic Booster into the newly standardized Steeds. One Turn Remaining.
Kausen Equipment - Anti-Gravity (Pegasus)
Assigned: Ivanna
- Re-roll ANY failed Science roll. Applies once per turn.
Duration: Two Turns
Chance for Success (roll 2d6, Threshold of 5-6): 2, 2
Re-roll: 3, 1
Ivanna's having some trouble trying to lighten the load of the Pegasus. There's still time to try again, but initial outlook is that it's going to be hard to make the dropship any lighter than it is. One Turn Remaining.
Handheld Blasters - Kausen Equipment
Assigned: Zulu
- Add +2 to the lowest roll
Duration: One Turn
Chance for Success (roll 2d6, Threshold of 5-6): 3, 3 +2
Zulu's done it. He's found a way to take the standard armaments of the Support mecha and increase their firepower. All that's left now is to apply it. New Practical Applications Action Unlocked!
Faedium
Assigned: Mary
- Critical successes explode
Duration: Two One Turn
Chance for Success (roll 2d6, Threshold Unknown): 5, 4
The crash test on the Triple Combination concept jumpstarted the Faedium project by quite a fair bit, and Mary is now confident that she has enough to present some new options for you. New Faedium Actions Unlocked!