I will allow for specific combination aims (write-ins, within reason and subject to my approval) with an associated roll when the new change over rolls in. By now the DFRI is at a healthy stage where it can try and do that as an experimental nudge without having it explode in their faces (much).
You eventually can, but I decided for now that it's easier to run with what you've already discovered. (Also for my own sanity, given the time I have available)
That, and the last part I have to write on the character sheet? What the artifact (a one time offer) will bring to the table. But that comes with the update.
To be honest I'm finding myself a bit confused as to what robots each of our pilots is currently using. Is Callaghan still using the Beowulf setup and if so is it equipped with all the new tech we've discovered like anti-grav and force fields? Is anyone even using the Perseus or the Phalanx? What models are Satsuma and Tellison using?
Remember when I suggested Anubis as a name? Maybe that could be a name for our super robot, I mean if he is sleek of course, having some bulky giant named Anubis would be weird.
To be honest I'm finding myself a bit confused as to what robots each of our pilots is currently using. Is Callaghan still using the Beowulf setup and if so is it equipped with all the new tech we've discovered like anti-grav and force fields? Is anyone even using the Perseus or the Phalanx? What models are Satsuma and Tellison using?
I keep the Super Robot roster on the information page as updated as I can for that reason.
You'll note that Beowulf is still the assigned mecha of choice for Callaghan. Tellison has not been assigned anything yet. Not even the Perseus (even though that's available). There's just been no call to assign it yet this close to the changes.
Remember when I suggested Anubis as a name? Maybe that could be a name for our super robot, I mean if he is sleek of course, having some bulky giant named Anubis would be weird.
Huh, never had seen that game before, I was inspired by our Jackal dudes and the only Jackal deity I could find was Anubis, just thought it was a good name for a Jackal inspired Super Robot.
Base Forms:
Mecha/Coyote:
Jackal-->Beowulf Mecha/Bulwark:
Phalanx-->Perseus
Centurion Dropship With Big Guns:
Pegasus Mecha/Totally Inconspicuous Black Car:
Shade Power Armour/Motorcycle:
Steed Heli/Jet:
TMU Armoured Transport:
Shepherd Combination Forms: Beowulf+TMU-->Foxhound
Beowulf+Shepherd-->Timberwolf
Phalanx+Phalanx+Phalanx etc...-->Literally a Wall
So I decided to put things in a format that made sense for me so that I could check on it whenever I got lost in all the names and stuff.
Also some more questions @Basarin :
So the Beowulf currently does not currently have the recent upgrades we've given the Perseus, is there going to be an action to bring it up to date or is it assumed that we're going to move on to a newer model eventually?
How exactly would we even go about assigning the Perseus to Tellison? I'd like to do so but I haven't seen any options or votes to that nature.
Huh, never had seen that game before, I was inspired by our Jackal dudes and the only Jackal deity I could find was Anubis, just thought it was a good name for a Jackal inspired Super Robot.
I ruled it as the Beowulf and the Perseus were serving as testbeds for very different ideas. The Beowulf has some of the older legacy upgrades you were toying around with, but some of the newer ones such as the K-Circuits after the Perseus showed it was possible. In turn, the Perseus benefits from other innovations such as the K-Scale.
You're going to have the option to assign things and get them sorted. Again, I just have not given the options yet because you're close to the changes where I would prompt you to do it anyway.
And as I was saying through today's posts, you're going to have the option to retrofit or build from scratch a Super Robot. This means taking an existing chassis and custom building it with everything you've learned with the resources available, or take an existing Prototype (such as the Beowulf or the Perseus) with their existing upgrade prototypes, update them, and them bring them up to 'standard.'
Also, I do apologize if the Super Robot roster was confusing. That format was the one that made the most sense to me to organize.
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
Our component parts all come from different walks of life.
Tracker is the most at ease on this new planet. An explorer by trade, he tends to stick to himself; likes to sneak ahead, doesn't like hanging around the Enclave. But you won't find a Legionnaire with a keener, sharper set of optics or aim. He only stays because he respects the Kaus that holds us together in this strange time. Tracker respects the struggle that Galbinus faces each and every day.
"...frequencies are holding much more solidly, Boris. Just align the boundaries some more..."
Nailhead is a simpler Kaus. He was perfectly happy on Zeros-Phrekta orbiting Mekaen, just as a humble maintenance mech. Now, out here on Earth, he's still just as happy to help the Legion and the humans fix broken things. And he does not like the Free Brothers trying to hurt or break things. No one withstands the Free Brothers' attacks longer than he.
"...they are harmonizing...Patch. Apply 0.05% additional power. We must keep them there..."
Breakneck is about the heat of the moment, the time of action. He has not Tracker's wits, or Nailhead's hardiness. This suits him just fine. There are times when you cannot stop to think, cannot stand and fight. You must simply act. Often was the day where Breakneck landed the Legion into trouble just as quickly as he saved it with his quick actions.
And then they all agreed towards this interesting experiment.
Us.
Of all the different personality matrices, these three could not be any more different. Yet they all share common goals, enough to think as me, enough to act as me. They all want to bring Tyrannous and his murderers to justice. They want to do right by the humans, who we have harmed more than we have helped. They want to do Galbinus and Mekaen proud.
To do the right thing.
"...there! They've done it!"
We are...no.
I.
I am.
1844, 20 July, A.D. 2071
Medical Center, Legion Enclave
"That has done it, Patch," Boris said. Even having said that, he only allows himself the luxury of collapsing onto the nearby chair when the personalities remained bonded for at least ten more seconds. "Our new friend will be coming online shortly."
"That was solid workmanship, Boris," Patch complimented. He took a moment to observe the newly created giant before them. What had started as three individual Kaus - modified to configure into a Jackal, an engineering truck, and a sports car, respectively - lay motionless on the large platform. The configuration itself was incredibly simple by today's standards: Nailhead had formed the torso and the legs, while Breackneck and Tracker had formed the arms.
The size difference meant that they needed to clear the chamber to make room.
"This has happened before in Dominion history banks, but...to actually witness it." He shook his head, lifting the black-tinted mask above his forehead. "I never thought I'd see the moment."
"Let us not celebrate just yet," Boris cautioned the medic. "Let-"
"I am online," a booming voice announced. Startled, both Boris and Patch just stared as the combined giant slowly rose to a seated position. "Patch. Doctor Ignatov. Is everything acceptable?"
"They are," Boris confirmed. "But let Patch run a diagnostic to be sure."
"Are you well?" Patch asked as remote scanners immediately fluttered around to take scans of the combiner. There was no way Patch was going to be able to do it by himself. "And..." He hesitated. "Have you all chosen a name?"
"Tracker, Nailhead and Breakneck," the combiner said in that same booming voice, "Together, they become Axiom. I am Axiom."
Boris quietly nodded to Patch in response to an inquisitive look. Everything about the readings from his end showed that while they were strongly bonded, separation was not going to be a major issue. It would just require practice.
"Very good, Axiom," Patch said. "Welcome to the Legion." He paused. "...is there any way you can speak slightly softer?"
"No."
"...fair enough."
Axiom is online. The Legion now has a Combiner with no significant mental issues (just quirks). Galbinus is very pleased.
Gain one time payment of 4 RP! 2 RP per turn gained 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.
Well...the thing can talk.
Who knew?
Followed by Interlude
Defense Force Actions
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 (Centurion chassis)
It didn't take too much convincing with BG Peters. All it took was that you reminded her that making new acquisitions for wider stock for the Super Robot now before the organization grew too big - and for red tape to get in the way - was the ideal time. That, and as part of a monthly update, you provided images and video footage volunteered by Galbinus of his new 'alt-form.'
The sights of a Bulwark simply blasting apart things much heavier than its weight class implied was more than a convincing enough argument.
With your own stock of Bulwarks, it took Wilde and Henry - with their staff - all of five days to convert the majority of them into the new Centurion-class chassis.
Now you have excess to work with. Excellent.
Gained Centurion-class chassis! New Actions Unlocked! Support Option to be unveiled later.
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)
You've never seen Sasaki mope.
You hope you never see that again.
It turned out that there was very little the Pegasus could add to make it even better. All the same, it was also getting to the point where - at least with current technologies - there was nothing left to take away either. It was only thanks to some creative thinking on Diana's part that the Pegasus could add anything at all.
There was just enough room and weight allowance to add a set of external missile tube launchers alongside the bridge of the dropship. She couldn't even work any magic to add actual munitions. All she could do was to add smoke warheads to the missiles. Enough to maybe throw the enemy off their game for a little bit, but nothing to really write home about. And she couldn't even add that many.
It's still good enough, you think, but Sasaki grumbles the entire month about her disagreement. You tell Sasaki to cut it out and get back to work. Seriously, the thing's a marvel of engineering already! And you're this hung up over not making it even more!?
Seriously. Some people.
You and Diana share an hour of commiserating over Sasaki's standards.
You were able to add smoke launchers. That's it. Sasaki is upset.
Free Action. Once every six turns, you may launch smoke to obscure the battlefield. Will increase a designated enemy threshold to 6 for two combat turns.
Engineering Actions
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+1d6, Threshold of 4-6, Katarina's Support Applied)
Well.
The Timberwolf can set its fist even further on fire. So there's that.
No, you take that back. It's actually quite more significant.
Taking the time to apply specially treated K-Scale as an insulator along the forearms and fists, Katarina was able to increase the fists' heat tolerance dramatically. Not only does it do more damage, but now it can, for a limited time, simply wade into a regular fist fight with fists of flame.
There's really not much else to say. Not that you think there's any need.
The Timberwolf is now that much deadlier.
Timberwolf's Blazing Fist can now trigger "Inferno" - temporarily add +1 HP to baseline Strike damage! Can be activated as a Free Action.
Inferno will last for two combat turns, including turn of activation.
Blazing Fist can now deal up to 7 HP as a Finishing Strike!
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)
To be followed in Interlude.
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.
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
The Psychic Theater has a few caveats to keep in mind.
First, you have to invest some resources to really get it to work out properly. That means not only the Core Unit needs to have the pilot (naturally), but so does the Combine Unit (such as the Shepherd or the TMU). Given how the combination takes place, this is something of a dicey prospect already. Hence, investing some resources into pilot safety and cockpit movement, ensuring that both pilots are in the same cockpit space.
Next, the two have to at least be tolerable towards each other to work. Cadet Satsuma proved that clashing personalities will not let the Psychic Theater work. Both have to be able to work with the other person(s), and settle very quickly on who is doing what.
Once that's out of the way?
Magic.
Psychic Theater Upgrade now available! For additional cost, can allow two pilots and more to operate the same Super Robot. Will add +1 Action on top of Pilot Actions to the Super Robot!
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 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 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
What resulted was a very interesting combination.
The Pilum - at least its reconstructed descendant, the name of which Wilde and Henry are still debating over - has become a Combine Unit. While they decided to make it the Armor Pack of the customized Steed (whose name they're also debating), they also decided to see if the new TMU 'Tertius' configuration (once again, another name they argued over) could fit into the mix.
It turned out: kind of.
The new TMU configuration sets a record for an individual configuration capability: a Triple Changer. With some slight modifications to the TMU via mission pods, the TMU can now configure into a humanoid Mecha mode. It's not perfect, Henry admits; it doesn't have a lot of firepower, it's not terribly quick, and the grace of the configuration process leaves something to be desired. Its main virtue? Being able to bring slightly more firepower than the Longship configuration. Its lack of speed actually plays into its favor when it configures; being able to idle in the air while limbs bring forth even more firepower tends to help.
The TMU can somewhat combine with the Pilum as an extra weapons pack, but like the new configuration itself, it's clunky. Henry can't really recommend it at this time, but it opens the way to a brand new model with these lessons in mind.
As it stands? The Pilum-class, when combining with the Steed-class, can configure into a rather monstrous airborne attacker. It's just fast enough to avoid some glancing blows, tough enough to power through the heaviest attacks, and can mount enough heavy weapons to lay down the hurt.
And the engineers still did it with some space to spare.
V-33 gains new configuration! First Experimental Wing automatically upgrades to this formation.
After a Heavy Weapon Strike, V-33s can now launch a follow-up Strike attack for 1 HP!
Unlocks Action for New Aerial model!
Pilum and Steed can now combine! Stats will appear in Super Robot Construction sheet.
Science Actions
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); Ivanna's Calm applied, will re-roll a failure
Progress in Xenotechnology, Bonus RP Generation Option
It's done.
Deep in the Xenotech Laboratories (where most personnel fear to tread at the best of times) is a functioning Energy Shard processor. Ivanna is deeply pleased with how this turned out: as long as the processor is fed refined energy sources, it will produce the Shards that are so valued by the Kausen. It is as it was described: processed energy compressed into a very small package. If this was allowed into the world for mass distribution, it would cause a revolution. Maybe two or three. So for now, you're holding onto it as a Union secret.
It offers two main benefits as far as you're concerned (and as usual, the science flies straight over your head and towards the open bar). One: it offers a new resource that you can take advantage of, something you plan to exploit a lot once the new changes start rolling in. Granted, right now? It's a bit slow. It produces enough energy to be noticeable, but not enough for you to start swimming in a vault of money.
Ivanna promises you that the resource gain from this is going to increase over time. "So please be patient," she asks.
Two: You are fairly sure you will be able to pay Galbinus and his Legion for certain services to help you out.
Three: You're also fairly sure that, as a last resort, you could probably bribe a Free Brother to at least go away temporarily. At least, if their character is as suspect as Galbinus makes them out to be.
Energy Shard Processor online!
Permanent +3RP Gain! Every Four Turns, will increase by +1 RP! Caps at +6 RP!
Can now pay the Legion RP to request additional support!
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
Sam was correct:
By linking the K-Suits directly into the MMI and the machine itself, the pilot becomes much more of the central computer, or 'brain' of the machine. The human brain and the MMI's computing power all are able to tap into the fresh source of ESP signals coursing through the K-Suit, allowing for a greater increase in reaction and response times.
It's not cheap, but if you have the resources, Sam urges you to apply them to the Super Robot as soon as you're able.
In completely unrelated news, Sam also seems to be checking new helmet designs and comparing them to existing franchises. "No reason," he says when you ask him why he's doing this.
The Timberwolf can set its fist even further on fire. So there's that.
No, you take that back. It's actually quite more significant.
Taking the time to apply specially treated K-Scale as an insulator along the forearms and fists, Katarina was able to increase the fists' heat tolerance dramatically. Not only does it do more damage, but now it can, for a limited time, simply wade into a regular fist fight with fists of flame.
There's really not much else to say. Not that you think there's any need.
The Timberwolf is now that much deadlier.
Timberwolf's Blazing Fist can now trigger "Inferno" - temporarily add +1 HP to baseline Strike damage! Can be activated as a Free Action.
Inferno will last for two combat turns, including turn of activation.
Blazing Fist can now deal up to 7 HP as a Finishing Strike!
Psychic Theater Upgrade now available! For additional cost, can allow two pilots and more to operate the same Super Robot. Will add +1 Action on top of Pilot Actions to the Super Robot!
The new TMU configuration sets a record for an individual configuration capability: a Triple Changer. With some slight modifications to the TMU via mission pods, the TMU can now configure into a humanoid Mecha mode. It's not perfect, Henry admits; it doesn't have a lot of firepower, it's not terribly quick, and the grace of the configuration process leaves something to be desired. Its main virtue? Being able to bring slightly more firepower than the Longship configuration. Its lack of speed actually plays into its favor when it configures; being able to idle in the air while limbs bring forth even more firepower tends to help.
The TMU can somewhat combine with the Pilum as an extra weapons pack, but like the new configuration itself, it's clunky. Henry can't really recommend it at this time, but it opens the way to a brand new model with these lessons in mind.
As it stands? The Pilum-class, when combining with the Steed-class, can configure into a rather monstrous airborne attacker. It's just fast enough to avoid some glancing blows, tough enough to power through the heaviest attacks, and can mount enough heavy weapons to lay down the hurt.
And the engineers still did it with some space to spare.
This sounds a LOT like the v1 SRX. Stupidly clunky, extremely high firepower, though the armor isn't anything to write home about for a Super, it has pretty good hp so it can eat some hits.
One: it offers a new resource that you can take advantage of, something you plan to exploit a lot once the new changes start rolling in. Granted, right now? It's a bit slow. It produces enough energy to be noticeable, but not enough for you to start swimming in a vault of money.
Ivanna promises you that the resource gain from this is going to increase over time. "So please be patient," she asks.
Two: You are fairly sure you will be able to pay Galbinus and his Legion for certain services to help you out.
Three: You're also fairly sure that, as a last resort, you could probably bribe a Free Brother to at least go away temporarily. At least, if their character is as suspect as Galbinus makes them out to be.
Four, ultra-high density fuel sources means we can start ramping the shit out of the operating costs of a super robot. No onboard bullshittium reactor yet for indefinite runtime, but as batteries go this is straight superior to a diesel or electric engine.
In completely unrelated news, Sam also seems to be checking new helmet designs and comparing them to existing franchises. "No reason," he says when you ask him why he's doing this.
@Basarin
Hoping we got a longer vote period for the super robot design phase since its important. And preferably a voting moratorium so we can think about it.
Looks like we have broadly 3 base types though:
-Getter Type - We take individually combat capable mecha and link them together to form an agile and flexible combatant with good attack, and different modes for different tasks. Pilot skill dependent, because this is going to be made of glass in Super terms, they can exchange standard blows all day, but can't be expected to eat a finisher and walk it off.
Fiddly to upgrade though.
-SRX Type - We take a mobile core unit and plug it into a large support unit. Questionably agile, but very very high firepower. Straight out dakka-off since while it has mass and very good conventional armor...it's just a lot of HP and not much damage reduction.
Easy to upgrade, if you don't mind murdering mobility.
-GGG Type - We take a strong core unit(like say the Phalanx) and built everything as transformable weapon and armor packs for it. Good agility and armor(mostly because you can just jettison damaged armor packs and equip a new one). The difficulty here would be making multi-pilot work out properly with disposable secondary units.
Easy to upgrade the gear, but keeping all the gear up to date will be a bitch.
CR-01B Beowulf-class (Default Stats) HP: 12 HP Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.
Strikes:
- Counts as One Action (Notable Bonus may apply).
- Roll 2d6, Threshold of 5-6, inflicts 1 + 2 HP on success.
Ramming Speed:
- Counts as One Action. May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
- Follow-On Strike: May attempt a Free Strike at Disadvantage if Ramming Speed succeeds.
Combine: May Combine with either the SV-10 Shepherd or the V-33 Falcon at reduced cost (see Combine Units)
Upgrade Slots: 2
CR-02 Perseus-Class (Default Stats) HP: 15 Strikes:
- Counts as a Single Action
- Can Strike at Disadvantage, 1d6, Threshold of 5-6. Can inflict 2 HP per Strike. Combat Shield:
- Free Action.
- Can take refuge behind a deployable combat shield mounted on the left arm. Can be used once per Combat Turn. Roll 2d6 at Threshold of 5-6; a success will reduce incoming damage by 3 HP. A failure will still reduce the damage by 1 HP.
- Shield Wall: Can choose to absorb an incoming Strike for an allied Support unit. Will absorb -1 of the original Strike. Roll 1d6, Threshold of 4-6 to negate damage entirely. Can be upgraded in future turns.
Maniple Formation:
- If operating with other Phalanxes, can rally them to the Perseus for a massed charge.
- Roll 2d6, Threshold of 5-6, inflicts 2 HP. Chance to inflict 'Shock' damage.
- Note: if this is used, Phalanx formation will be unavailable for one combat turn.
Combine: May Combine with the Jackal-class chassis or the V-33 TMU.
Upgrade Slots: Has 1 Upgrade Slot
CR-04 Steed-class
HP: 8 Super Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6. Diminishing Returns do not apply. Strikes:
- Counts as One Action (Notable Bonus may apply). Roll to Strike at an enemy at Disadvantage for 1d6 Three Times, Threshold of 4-6. Can inflict 1 HP per Strike. Can target multiple enemies if desired.
Flares:
- Counts as One Action.
- Can launch distracting flares to divert enemy attention. Will force the enemy to re-roll any Action of the Steed's choice.
- Guarantees the targeted enemy will dedicate next attack or Action towards the Steed.
- Can be used once every three combat turns.
Combine: Can Combine with GX-90C Pilum Upgrade Slots: Has 2 Upgrade Slots
CR-05 Centurion-class
HP: 16 Heavy Weapons:
- Can mount the basic Heavy Weapons Pack at no cost. Equipping later models will incur an additional RP Cost during deployment.
- Can make a Heavy Weapon Strike as a free action at Advantage (3d6, Threshold of 5-6, damage depends on package) every three turns.
Strikes:
- Can Strike an enemy at 2d6 (Threshold of 5-6) for 1 HP.
Relentless:
- If about to take a mortal strike, roll 1d6. A 4-6 will negate that damage.
Upgrade Slots: Has 1 Upgrade Slot
CRX-46C Pilum/Valkyrie/Thunder Class (pending finalization of Name, default stats) HP: 14 HP Limited Agility: Can make One Agile roll every three turns at Disadvantage (1d6, Threshold of 4-6) to avoid a successful enemy attack. Strikes:
- Roll 2d6, 1 HP Inflicted. Notable Bonus may apply.
- Counts as One Action.
Heavy Weapons: Can mount the basic Heavy Weapons Pack at no cost.
- Equipping later models will incur an additional RP Cost during deployment.
- Can make a Heavy Weapon Strike as a free action at Advantage (3d6, Threshold of 5-6, damage depends on package) every three turns.
The Warlord's Wrath:
- You may FIRE EVERYTHING at a single target once per Deployment. Treat this as a Heavy Weapons Strike. After calculating damage as normal, double it.
- If you use this, Heavy Weapons are disabled for the rest of the Deployment.
Layered Armor Plating:
- Once per turn, will ignore the damage of any attack above 4 HP.
Ramming Speed:
- May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
- You may attempt a free Follow-On Strike at regular 2d6 test if Ramming Speed is successful.
- Counts as One Action.
- Dynamic Entry: On Combat Turn One, you may initiate Ramming Speed as your first action. Roll as normal. Inflict 4 HP, but you may not take the Follow-On Strike. This still counts as one Action.
Finishers: You may equip one Finishing Strike. Upgrade Slots: 2
- NOTE: May exhibit additional traits with introduction of K-Class upgrades.
Combine: Combine is possible, but you must research it first with this Core Unit.
CR-11 Seeker-class
HP: 10 Strikes:
- Can Strike an enemy at 2d6 (Threshold of 5-6) for 1 HP.
- Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn. High Velocity Agility:
- May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.
- High Velocity Agility: You may ignore the effects of Diminishing Returns, and continue to roll for Agile rolls. However, you must roll an additional 1d6, Threshold of 5-6.
Failure to meet Threshold will incur 1 HP of unblockable damage. Ramming Speed:
- Counts as One Action. May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be
ruled by QM. Ejection Core:
- On receiving a Mortal Strike, unit will eject with the basic Steed configuration and stats. Combine Compatibility:
- Is a suitable Combinable Configuration candidate.
Upgrade Slots: Has 3 Upgrade Slots
SV-10 Shepherd (Applicable with Beowulf class) Combine, Steel Formation: Spend Action to Combine. +14 HP to Combine Core unit. Extra Tough:
- Can ignore one Enemy attack at Disadvantage, 1d6, Threshold of 4-6. Applies for every attack inflicted against the Timberwolf.
Strikes:
- Roll 2d6, 1 HP Inflicted. Notable Bonus may apply.
Demolisher: Heavy Weapons Strike at Advantage (3d6, damage depends on package). May use every other turn.
- Heavy Weapon Package: Can equip more updated heavy weapons at RP Cost during deployment.
Blazing Fist: In-Built Finishing Strike. Test roll situational. Chance to inflict 7 HP.
-"Inferno": Temporarily add +1 HP to baseline Strike damage! Can be activated as a Free Action.
-"Inferno" will last for two combat turns, including turn of activation.
Finishers: You may equip one Finishing Strike (not counting Blazing Fist). See list below for costs. Upgrade Slots: 2
V-33 'Falcon' Configuration
HP: Will add + 5 HP to the Beowulf Fire Support: When not Combined, can make periodic Strikes. Roll 2d6 (Threshold of 5-6, 1 HP) every other turn.
- Note: Is loaded for Combination, so cannot make Heavy Weapon Strikes. Combine, Gale Formation:
- Spend Action to Combine with Jackal.
- +5 HP to Combine Core unit.
- V-33 will make one free Strike at Disadvantage (1d6, Threshold of 5-6, 1 HP) during Combine.
Agile: Despite the extra bulk, rocket boosters still enable quick movement and limited flight. Can negate one successful Enemy Strike at 2d6.
- Diminishing Returns: After Two Successful Agile Rolls, Increase Threshold to 5-6.
Strikes:
- Counts as One Action (Notable Bonus may apply).
- Roll 2d6, Threshold of 5-6, inflicts 1 HP.
Charged Cannon:
- 2d6, 1 HP, Chance to inflict Shock status (2d6, Threshold of 4-6).
- A successful Shock Roll will remove 1d6 from an enemy's next Roll.
- Counts as a Single Action
Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn. Finishers: You may equip one Finishing Strike. See list below for costs. Upgrade Slots: 2.
Arc Blade: A collapsible sword that can be supercharged with electromagnetic force. Electromagnetic Field:
- Reduces the damage of one attack by 2-5 HP. Any enemy attempting to attack is struck with electromagnetic backlash, inflicting 1 HP for each attack.
- Electromagnetic Field stays online for one turn of combat, can be activated as a free action.
- Refreshes every three turns.
Strikes:
- Can be used to make basic Strikes. If used this way, can inflict +1 HP per Strike.
- Notable Bonus applies.
- If K-Circuits are applied, use new baseline for added damage.
"Ikazuchi No Tsurugi"- Lightning Blade:
- Finishing Strike requiring the deployment of the Spark Caliber. Test roll situational. Can inflict up to 8 HP of damage.
- Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.
Arc Cannon: Fires electromagnetically charged shots at high speeds. Heavy Weapons:
- Can fire as a Heavy Weapon Strike that can be fired once every three turns
- Roll 2d6, Threshold of 5-6, Inflict 3 HP.
Ten Rounds Rapid:
- Can be used to launch a Rapid Fire Strike once every two turns (Can launch two simultaneous Strike Attacks, 2d6, Threshold of 5-6, counts as a single Action).
"Jupiter's Fury," Thunderstrike:
- Finishing Strike requiring the deployment of the Spark Caliber. Test roll is contextual, but can deal up to 6 HP.
Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.
Charged Cannon (Combine Unit Only)
Charged Shot:
- 2d6, 1 HP, Chance to inflict Shock status (2d6, Threshold of 4-6).
- Counts as a Single Action.
- A successful Shock Roll will remove 1d6 from an enemy's next Roll.
K-Scale (Core Unit and Combine Unit)
Duration to Install: Two Turns
Damage Reduction:
- You may reduce damage at a 2d6 roll (Threshold of 5-6).
- Reduces damage by -1. Applies once per Combat Turn.
K-Circuits (Core Unit and Combine Unit)
Duration to Install: Two Turns
Hard Hitting: Enhances baseline Strike attack of Mecha to +1 HP per Strike. All modifiers will follow from new baseline.
- Takes one Upgrade Slot.
K-Suit (Pilot)
Duration to Install: Two Turns
- Increases pilot survivability. Grants Pilot +1 Action per Combat Turn.
- This does not take an Upgrade Slot.
'Psychic Theater' (Pilot)
- Allows two pilots to operate the same Super Robot. Both pilots combine their available Actions, effectively increasing available Actions to 2 at baseline.
- Takes One Upgrade Slot.
- Upon installation, roll 2d6. On a Threshold of 6, gain an additional +1 Action. This does not take an upgrade slot.
- Duration to Install: Two Turn
Zirvitium Armor (Combine Unit Only)
- Tough: Reduce the first enemy attack's damage by -1 HP. Applies every Combat Turn. Reduce damage from Kaus Energy Attacks by an additional -1 HP.
- Takes One Upgrade Slot.
- Duration to Install: One Turn
Combat Shield (Combine Unit Only)
- Free Action: Can take refuge behind a deployable combat shield mounted on the left arm. Can be used once per Combat Turn.
- Damage Reduction: Roll 2d6 at Threshold of 5-6; a success will reduce incoming damage by 3 HP. A failure will still reduce the damage by 1 HP.
- Dispersion Shield, Prototype - Can deploy a limited Dispersion Field mounted on the left arm that overlaps the Combat Shield. Will automatically negate all damage that combat turn. Has a maximum use of twice per deployment. Upon depletion, automatically resort back to Combat Shield.
- Takes 1 Upgrade Slot.
- NOTE: If applied to Phalanx/Perseus class, Combat Shield may be taken for free and does NOT take an Upgrade Slot.
- Duration to Install: Two Turns (Three if Prototype is applied)
Anti-Gravity Treatment (Core Unit Only)
Duration to Install: One Turn
Adds +6 HP to Core Unit (carries over to applicable Combine forms).
Adds +1 Upgrade Slot.
This naturally does not take an Upgrade Slot.
Energy Blaster
- Charges: 3
- Heavy Weapon upgrade package. Can make Heavy Weapon Strike against Enemy at Advantage (3d6) for 4 HP.
- Wide Blast Zone: If you do not meet the Threshold, you will still inflict 2 HP.
- If not utilizing Shepherd Armor Pack, can only be used Twice per Combat
- If using Shepherd Armor Pack, Demolisher Applies (Timberwolf Formation Only)
- Can be applied to Ichiro and all Centurion chassis - does not require Upgrade Slot
- Duration to Fabricate: Two Turns
NOTE: An upgrade package to the Heavy Weapons reverse engineered from Bandit. Expensive, but delivers a good punch.
Zirvitium-Lined Gauntlets
- Adds +1d6 to Strike Damage
- Good for One Deployment
- Duration to Fabricate: One Turn
Zirvitium Plated Shield (Temporary)
- Charges: 2
- Free Action
- Can take refuge behind a deployable combat shield mounted on the left arm. Can be used once per Combat Turn.
- Duration to Fabricate: One Turn
NOTE: Unlike the dedicated Combat Shields, this is a hastily assembled piece of temporary gear. It is not going to survive combat if it sees use. You can set your teams to try and increase the longevity of this, or even improve it to become a permanent piece of equipment.
Dispersion Projector
- Duration to Fabricate: Two Turns
- Charges: 2
- Can provide one of the following:
- Provide immunity to damage for one turn. Will consume the entire turn.
- Lock down 1x enemy target, prevent all offensive action. Will consume the entire turn.
Shard Kits
- Duration to Fabricate: One Turn
- Charges: 3
- Consumable
- Restores 3 HP per Charge.
Heat Knife
- Duration to Fabricate: One Turn
- Duration: Six Rounds
- Grants +1d6 to Strike
- On Critical success, dice explode.