Super Robot Quest

As an aside, I have updated the Super Robot Roster under 'Information.'

With that, some ice cream and then I'll get to work on the next post!
 
As an aside, I have updated the Super Robot Roster under 'Information.'

With that, some ice cream and then I'll get to work on the next post!

Huh.

The Arc Sword doesn't augment our attack power anymore? It used to be that having it equipped made the Timberwolf do damage 2 Strikes, but now it hits harder to the point where it's basica attacks do that, but the Arc Sword does the same damage?
 
Huh.

The Arc Sword doesn't augment our attack power anymore? It used to be that having it equipped made the Timberwolf do damage 2 Strikes, but now it hits harder to the point where it's basica attacks do that, but the Arc Sword does the same damage?


Whoops. I knew I forgot something. It benefits from the K-Circuits as well, so that should be upped by +1.

Fixed that. Thanks @Alectai.

That said, once the changes roll in you'll get a chance to improve that even further.
 
Inspiring Leadership: Inspire Support Units to fight harder!

- V-33 'Longship' Flight: Can conduct Heavy Weapon Strike every other turn!

- Jackal Squadron: Can Strike as if they were Notable.

Does it work for Phalanxes and Steeds? We have one squad of the former.
Will we be able to get a support squad of Bulkward tanks? In fact, what happened with that one?

Notable Character: Can make two attacks per turn at 2d6 for 1 HP each. Counts as a single Action.

Does this work with the Arc Sword's regular attack?



Fire Support: When not Combined, can make periodic Strikes at 2d6 (Threshold of 5-6, 1 HP) every other turn. Is loaded for Combination, so cannot make Heavy Weapon Strikes

Missing dot at the end of this line.

Combat Shield - Free Action. Can take refuge behind a deployable combat shield mounted on the left arm. Roll 2d6 at Threshold of 5-6; a success will reduce incoming damage by 3 HP.

I suppose that it can reduce damage to 0, right? Does it work against attacks that always do minimal damage?

-Dispersion Shield, Prototype - Costs 3 RP to deploy in combat. Can deploy a limited Dispersion Field mounted on the left arm that overlaps the Combat Shield. Will automatically negate all damage that combat turn. Has a maximum use of twice per deployment. Upon depletion, automatically resort back to Combat Shield.

Can we order the pilot to use the regular shield to save this for emergencies? Can it block these special attacks that always do damage?

Maniple Formation - If operating with other Phalanxes, can rally them to the Centurion for a massed charge. Roll 2d6, Threshold of 5-6, inflicts 2 HP. Chance to inflict 'Shock' damage. Note: if this is used, Phalanx formation will be unavailable for one combat turn.

Interesting attack.

K-Scale 2.01 C: You may reduce damage at 2d6. Reduces damage by -1 HP. Applies once per combat turn.

Good upgrade, we need to apply this one to everything.
 
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Does it work for Phalanxes and Steeds? We have one squad of the former.

I do need to add one for the Phalanx, but as you have no Steed Core or Formations yet, no bonus exists yet for it. I'll get to it later.

I suppose that it can reduce damage to 0, right? Does it work against attacks that always do minimal damage?

Can we order the pilot to use the regular shield to save this for emergencies? Can it block these special attacks that always do damage?

The Combat Shield can be used once per combat turn, but yes, it can reduce attacks to nothing. You can use it for attacks that do minimal damage, but you're better off just tanking it (especially with the K-Scales)

The Dispersion Shield can be specified for the 'oh crap' attacks, yes. But some attacks may have properties that it can't guard against (such as, say, a Timberwolf Suplex, as Bandit found out the hard way)
 
Ok so Aeon tech works by drawing particles into itself and somehow making energy from that, also icicles somehow? Yukimura!Quest took the material engineer option at the start of the game and maybe the mechatronics one as well? The fact that the Mercury V is somehow always at the site of a Kaiju attack either means they have advanced detection capabilities or they can get there really really fast, so maybe teleportation?

One thing that I haven't seen mentioned at all since the start of the quest is Lasers, does the Mercury have lasers? Honestly it hasn't really been mentioned much what kind of weaponry it commonly uses. Or maybe it's advanced weaponry is something like particle accelerators or gravity weapons.

The AI that is based on Devin's personality is going to be a complete nerd isn't it?

The alien artifact seems to be pretty close to being able to contact us, looking forward to seeing how that pans out. Also have we considered asking our friendly neighborhood Kausen about the Artifact or even the universe in general? As far as I know we haven't so much as asked them whether there are other advanced alien species around that we might encounter which seems like a bit of an oversight tbh.
 
If they did that to him, what happened with Dr. Sheol then?
My guess: the exact same thing, but there was no pal to cheer him up and invite him for pizza afterward. Remember, folk, making friends and talking with people is important! Not just for you - it prevents mad scientists going psychopathic.

As expected. She needs to mellow out and learn about good values once she becomes a magical girl.
How about a Magical Delinquent: Liberty☆Maji ? "Do you want to see your blood from deep beneath the ground?"

You are somewhat bemused when Katarina, somewhat awkwardly, asks if you'd be willing to contribute to the MMI development of the new AI.
This will be good...
Trait: Chill Cool Under Pressure. The enemies can call upon their hidden trump card, wreck your plans and maybe your limbs. You will stop fighting them only for the few seconds necessary to come up with the perfect one-liner. Can ignore one Distraction, Panic, Pain or similar effect per turn.

Is the Mecha AI less advanced than the other ones, or is piloting a mech so demanding? Also, can we swap what kind of "mech configuration" can it control between turns?
I'm thinking this is more of a "No texting while driving" case.

Aaw, but the good suits go without helmet! How will the audience recognize whose pilot is then?
Via color?
 
Ok so Aeon tech works by drawing particles into itself and somehow making energy from that, also icicles somehow? Yukimura!Quest took the material engineer option at the start of the game and maybe the mechatronics one as well? The fact that the Mercury V is somehow always at the site of a Kaiju attack either means they have advanced detection capabilities or they can get there really really fast, so maybe teleportation?
I think that it works off themodynamics- absorbing heat to power itself, with an overdrive option to do the ice thing...
Incidentally? I can't help but think that if I'm right a possible future upgrade for Mercury V might be Pycrite armor-it's actually a real thing, a special type of ice that's actually stronger then most conventional metals-we don't use it nowadays due to not having the tech to keep it cool enough for it to stay frozen and strong for long though.
 
Turn Eight, Year Two: Calm Before...
This turn is a bit light on options. This is very true. It's because after this turn, all the major changes we discussed are going to take place.

But there's another reason.

With all the chassis you're about to develop this turn, and with all the spare resources, BG Peters is going to approach you about creating a dedicated Super Robot. Your 1.0 build, if you will. You will get the choice to either refit an existing design/model (such as the Beowulf and the Perseus), or to rebuild everything from the ground up, with all the lessons you've learned up until now.

For example, if you don't like the fact that the Arc Blade or the Arc Cannon is limited to a single model, that's because those are still technically prototypes. You can now rebuild a production model from the ground up to fit whatever suits your needs. All the other discoveries, such as the K-Scale, the K-Suits, the Circuitry - those will all be fair game and will have additional effects now that you have a much better idea of what you're doing.

So keep this in mind. Remember you can still bank RP for next turn (the Super Robot miniturn included).

0700, 1 August, A.D. 2071
Commandant's Office


"Goodbye, splendid isolation," you sigh, "It was nice knowing you."

"I do hope you're not bellyaching too badly, Major," Peters' amused voice chimes in.

"Not exactly, Ma'am," you say. "I'm a little cagey about all this, though. I hope you understand why."

"Oh believe me, I do," she says. "But buck up! You have Ms. Smith's support from the Intelligence Services at least. Your actual location won't be broadcasted, just your actions." She has a nasty smile on her face. "Believe me when I say I went through a lot of trouble to make sure that was the case."

"Fair enough, Ma'am," you say with a shrug. "We can start building a dedicated Super Robot soon, but we have a few more projects that are wrapping up now. I'd rather wait for those to finish before we commit, otherwise we're going to be missing out on some options."

"More than fair," Peters agrees. "You're the man on the ground, I trust your judgment there. Just remember."

"End of year," you say. "Honestly I think we can get started sooner, but I'll get a temperature check from my people first."

"Then carry on, Major."


Landing Pad Bonus: 5!

Resource Points Income: 15 RP + 3 RP (Landing Pad) - 4 RP (Gattai?, Powers Combined, MMI Supplemental, Shards) = 14 RP!

'Katarina's Support!' – You may add +1d6 to one Action ONCE THIS TURN. Refreshes for next turn!

What is Gattai? Why does your pilot keep saying that? - You aren't surprised that additional details about the Timberwolf and the Foxhound have already filtered back to Galbinus. But he's approached you with a surprise offer: could you modify several Legionnaires to conduct combining configuration?

He understands this is asking quite a bit out of you, but he's willing to compensate you for your assistance.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Chance to gain bonus to future Combination experiments. Gain greater relations with Legion. Will be able to call upon Legionnaire Combiner on occasion for reinforcements. Will gain Temporary RP income for the next four turns


Free Action: The artifact is...doing something. You're not sure what yet, but you've ordered it back into the Xenotechnology Lab. This is something you want to be there for personally.



Defense Force Actions

Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.

[] Motor Pool - Additional Acquisitions - You have a design for the Bulwark (or Consul, or Centurion, or whatever else you're going to call it), but you don't have the spare parts for it. You only had enough that was given to you by higher ups in order to help out Galbinus.

Well, the design actually is quite nice. You'd like to have more. Sasaki definitely wants to have more. But your contacts don't deal with Main Battle Tanks.

Peters might be willing to lend a hand here. It's for the Super Robot 1.0 that's eventually coming up, after all.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Gain excess Bulwark Chassis, will allow Formations to change to Heavy Armor (Consul/Centurion chassis)

[] A Helping Hand - The sappers know the drill by now. If you can spare some resources, you can speed up the construction of an ongoing or new build project.

Cost: 2 RP (One Time Investment)
Duration: 1 Turns
Reduces Turn Duration of one construction project by One Turn. Cannot be reduced below One Turn.

[] Aviation - What else can we do with this? - The Pegasus has become jealously guarded by Sasaki, having grown immensely attached to the thing. But she also wants to see if there's anything else we can do to really improve it before it gets sent out to its first deployment.

Wilde and Henry have ideas.

Cost: 3 RP (One Time Investment)
Duration: 1 Turn
Chance for Pegasus random improvement at 2d6 (Threshold of 5-6)

Pilot Training – It's becoming more imperative to start training and grooming new talent to take to the field ahead of any new machines we make. There's undoubtedly more talent that you haven't tapped into. Thanks to Sam and the Duo's efforts, you have a pretty reliable way of finding and training new talent. Best get to it!
-[] Pilot Training – Find New Talent – You have an entire base of personnel to tap into, all with varying abilities and psychic potential. The option remains to find new talent, but you'll have to invest into actively searching.

Cost: 1 RP (One Time Investment)
Duration: 1 Turn
Chance to find new pilots (2d6, Threshold of 5-6)

-[] Pilot Training - Callaghan - Richard Callaghan is the most seasoned pilot you have, but even an old dog can learn new tricks. If you set aside some time and resources, Cavalier is more than willing to run some more training with him. Callaghan is sure to benefit from the wily scout's training.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance to gain and increase combat stats (2d6, Threshold of 4-6)

Muster for Battle - You've recently produced several brand new designs. Now is a good time to decide if you want to invest in converting an existing formation to use them. This would be a great field test of their capabilities, and would give your supporting units a nice booster shot to the arm. You already have pre-existing squadrons, so conversion would only take about a month. If you decide to do this, choose one.

Either action will Cost: 2 RP (One Time Investment)
Duration: 1 Turn
[]Convert a Reconnaissance formation to using CR-03 Steed

- Conventional Weapons: Can Strike at Disadvantage Three Times in One Turn, 1d6, Threshold of 4-6. Can inflict 1 HP per Strike. Can Strike every other turn. Can target multiple targets if desired.

- Agile: May re-roll a successful enemy attack at 2d6 (Threshold of 4-6).

- Distraction: CR-03 Steed can force enemies to re-roll a successful Action. Can be used once every four turns.

- The Backup: Can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Phalanx Squadron refresh is delayed by One Turn. When facing multiple enemies, Conventional Weapons may be used every turn instead of every other turn.



Engineering Actions

Passive Bonus: Stubborn. Rolling a 1 on any dice will prompt a Re-Roll.

Configuration - With Our Powers Combined... - So the Psychic Theater works. At least it does in a controlled environment. But what about in practice? Wilde and Henry are a bit skeptical, especially since the main best examples - the Timberwolf and the Foxhound - aren't exactly co-pilot friendly. But they're willing to give it a go.

Callaghan's involvement was a no-brainer, but Satsuma has also volunteered to see if this is viable.

Cost: 1 RP Locked
Duration: 1 Turn
Test to see the effects of Psychic Theater outside of the laboratory
Will modify vehicles for ease of co-pilot use
Gain bonuses to Combining Configuration

Supercomputer AI - MMI Supplemental Development - In short, there's enough fragmentary code to be a part of an AI personality, but not enough to develop one on its own. But if someone were to spend some time with an MMI helmet with the code, the code fragments will draw from the member's ESP waves and fill in the gaps. You will get a personality that resembles the contributor, but still be its own individual.

Ignatov and Katarina are adamant that you take at least two months with this approach.

Cost: 1 RP Locked
Duration: 1 Turn
Will gain new AI Supercomputer Personality, Will be slotted as a Mecha Personality (You may choose either as standalone pilot or as dedicated co-pilot)

Reforging the Shattered Spear - Due to the...mishap with the chemical composition of the Pilum's remains, this is easily going to be the most expensive project to re-initiate. At the rate it's going, it's actually just slightly less expensive than the damned dropship! But this promises to easily be one of the most potent projects you get your hands on, and you'll be able to produce your own versions of it! Like hell you're letting anyone else get their hands on it though.

Cost: 1 RP Locked
Duration: 1 Turn
Reconstruct the Pilum

Triple Change - You still wonder if there's at least one more configuration for the V-33 you can squeeze in. Wilde and Henry aren't promising anything, but they agree it's worth a look.

Duration: 1 Turn

Combinations for the Steed - the Steed is early power armor at best. But Wilde and Henry are wondering if it can be configured to combine into even bigger power armor with another vehicle. This is a relatively light project.

Duration: 1 Turn

[] K-Class Materials Experiments - This Hand of Mine... - The Blazing Fist on the Timberwolf Formation is potent. But Wilde and Henry think they can make it even more destructive. Who are you to say no to that?

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance to greatly increase Blazing Fist's capabilities (2d6, Threshold of 4-6)



Science Actions

Calm - Ivanna's help enables you to re-roll one failed Science Action Test this turn.

Energy Shard Processing – The lifeblood and currency of Kausen society apparently. It seems straightforward enough to Max: processed energy essentially scrunched into a tiny package. Human energy processing such as oil, gas and fusion power apparently translate quite nicely into Shards (which explains the constant raids from the Free Brothers). Max is confident she can replicate it, but the bigger question to her is how we can use it safely.

With everything else that you've been doing for the Legion, Galbinus has offered to detach one of his specialists to come help you establish this. He points out it's only fair after having given him both the Configuration methods, built a new home, and gave him a brand new alt-form.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Xenotechnology, Bonus RP Generation Option

Kaiju Biotechnology - A Smart Suit - "True Fact: the K-Suits are emitting psychic energy, but we don't know how or why. We know for a fact that we can make use of psychic signals, but we want to know if we can put this to use with the Super Robot. Can we turn a spiffy suit of dead kaiju armor into a supplement for the MMI?"

"No idea. But we're gonna find out. Sam Carlson, we're done here."


Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Kaiju Biotechnology
 
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Crunchtime boys and girls!

I'm going to throw something out now, but the priority is to save up for the 1.0 build.
 
[X] Plan: Getting Out of Beta we're releasing on time!
-[X] Motor Pool - Additional Acquisitions (2 RP)
-[X] Aviation - What else can we do with this? (3 RP)
--[X] Diana's Support
-[X] K-Class Materials Experiments - This Hand of Mine... (2 RP)
---[X] Katarina's Support
-[X] Ivanna's Support on Energy Shard Processing

Tracking to have 24-25 RP for the 1.0 Build next turn. 5 Left over from this turn carrying forward.
 
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How good are the Steeds again? Kind of feel we should make proper Battle Armor at some point.

They're alright, but they're definitely not designed to be a war winner by themselves.

For a 'Core' unit, however, this is what you would get. This is something I'll post on the Information section once the turn wraps up:

CR-04 Steed-Custom (name pending)
HP: 8
Super Agile: May roll 2d6 (Threshold of 4-6) to avoid a successful enemy attack. Diminishing Returns do not apply.
Strikes: Counts as One Action (Notable Bonus may apply). Roll to Strike at an enemy at Disadvantage for 1d6 (Threshold of 4-6) three times at once. Inflicts 1 HP per Strike. Can Strike multiple targets if desired.
Flares: Counts as One Action. Can launch distracting flares to divert enemy attention. Will force the enemy to re-roll any Action of the Steed's choice. Guarantees the targeted enemy's next action or attack will be the Steed. Can be used once every three combat turns.

This is without any other modifiers such as K-Circuits, K-Scale, Heavy Weapons capability or the like. That comes in the mini-turn.
 
Kinda wondering how the Valiant and Mercury groups will react to our organization when it goes public. From a pure plot perspective, I'd like to see a formal meeting between the three groups. (Which would be an excuse for all enemy factions to attack at once).
 
[X] Plan: Saving for something special
-[X] Aviation - What else can we do with this? (3 RP)
--[X] Diana's Support
-[X] K-Class Materials Experiments - This Hand of Mine... 2 RP
--[X] Katarina's Support
-[X] Ivanna's Support on Energy Shard Processing

As mentioned before, We'll get to use leftover RP from this turn on the next one. As such, I'm advocating a few choices for development that will allow us some progress, but otherwise give us 9 more RP to build our Super Robot next turn.
 
Mm, I still want to get that Steed squadron online, and we need a reserve of Bulwarks to make sure the Perseus has an Combination.
 
Mm, I still want to get that Steed squadron online, and we need a reserve of Bulwarks to make sure the Perseus has an Combination.

Well, I don't. I want a bigger better final product next turn. That's why I've got my vote and you have yours. Can't we pick some of that up later?
 
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