As Max found out, anti-gravity doesn't really do the whole 'float above the ground' deal that sci-fi tends to see it as. At least, not the version you and the Legion have. It works more to lower the weight of existing metal.
And you can eventually push to traditional anti-gravity if you really want to expend the resources towards it. I'm just saying that what you have now is nowhere close to it.
For a ranged unit I would say that a blend between artillery and tank would be best since then we get both armor and a giant gun packed into one robot.
Also for some reason the name Arjuna just doesn't flow well to me.
We can also pull a Scattershot from transformers and make a rocket truck into a mecha, basically fires off a storm of missiles over a large area or a certain large target.
A whimsical part of me is just slightly disappointed that you guys are going with the naming scheme you are. I still hold a soft spot for ridiculous Yuusha/Brave names, with the logical conclusion later forms (and toys) being to add 'Great' to the front and call it a day (even if the new form turns out to be nothing more than a glorified set of boots and a backpack). But I digress; the naming scheme is still pretty awesome.
I wanted to make a post today, but I'm going to be here until well into the wee hours unfortunately. I'll try to have something by tomorrow evening, but things decided to get silly here.
It's no problem for me, I get it that logic and "realistic" issues in a super-robot setting have no point here, but some people insist on them anyway.
Next time we'll have someone asking why are we exterminating the "poor" alien invaders that attack us, because surely of them are doing it to support their "always-needy" families, yadda yadda.
This could work, seeing this is the future, so something like that might be worth checking. If only to see what happens when we apply Configuration to modern hardware instead of outdated one.
Failing that, experimenting with airships and naval ships until we can get bigger with each.
For a ranged unit I would say that a blend between artillery and tank would be best since then we get both armor and a giant gun packed into one robot.
A whimsical part of me is just slightly disappointed that you guys are going with the naming scheme you are. I still hold a soft spot for ridiculous Yuusha/Brave names, with the logical conclusion later forms (and toys) being to add 'Great' to the front and call it a day (even if the new form turns out to be nothing more than a glorified set of boots and a backpack). But I digress; the naming scheme is still pretty awesome.
If we ever get around to making a naval mecha then I think it would be best if we made it from a submarine or at least made it capable of fighting underwater, cause we know the Kaiju are walking the sea floor.
To promote more discussion I have an idea prompt for everyone.
How would you advertise our Super Robot?
I would have it so that a coyote is driving through the desert with a no-name guy hyping it up.
Then a military kind of guy buts in at the same time that a Jackal overtakes the coyote. The Jackel would transform and rush through a ruined city before finding itself facing a Kaiju. The Jackel backed up a bit before the Beowulf shoulders past it and and Wilde starts talking about the Beowulf while it fights the Kaiju on even ground.
Then the Shepherd and V33 show up and we get a cool montage of the three combining and getting ready to curb stomp the Kaiju. The the advertisement ends.
What do you think? And how would you advertise our super robot?
As Max found out, anti-gravity doesn't really do the whole 'float above the ground' deal that sci-fi tends to see it as. At least, not the version you and the Legion have. It works more to lower the weight of existing metal.
Could you push it that way? Sure. But you'll have to invest effort to replicating that specific result.
Just talk about it in schools. Then we'll be flooded by money and cadidates trying to kill each other to get the prize: A pilot position! Of course, tourneys should be done to cull the weak and choose only the best of the best. Those who lose but look edgy should be put under observation in order to avoid them joining the bad guys at the first opportunity.
A whimsical part of me is just slightly disappointed that you guys are going with the naming scheme you are. I still hold a soft spot for ridiculous Yuusha/Brave names, with the logical conclusion later forms (and toys) being to add 'Great' to the front and call it a day (even if the new form turns out to be nothing more than a glorified set of boots and a backpack). But I digress; the naming scheme is still pretty awesome.
Originally dubbed as "Combining Unit [BASE] 'ONAGER' ", after the approval papers floated through five beaurocratic layers and three spelling systems, the proud and stalwart representative of United Earth Defence Force became known as...
(three-part combinint mecha) United Soldier Bazonger
(B. with more flexible joints and a Kung-Fu Reactor) Bazonger Hong
(B. with a halo-like External Power Upper) King Bazonger
(B., armoured up with Additional Transforming Vehicles) Great Bazonger
(B. with all of the above) Great Hong King Bazonger
Trivia: It's main ranged attack is a twin "Parus" missle launcher.
"...earlier today, the Defense Force Public Affairs Office made a big announcement."
"The Defense Force Research Institute, known as the brain child of Brigader General Louis Peters of the Research and Development Division based in Unity Station, has been responsible for the distribution of several groundbreaking designs. Viewers may recall that new designs such as the Jackal and the V-33 have been seeing widespread distribution this year in the wider Defense Force."
"Today, Brigadier General Peters announced another purpose behind the Institute: the creation of the Union's very own Super Robot."
"We were able to approach Brigadier General Peters for a comment today. This is what she had to say."
"It is no surprise that the Super Robots are among the greatest assets the Earth has against the threats facing it. However, the sad truth is, there simply aren't enough of them. This is our answer to that problem: the Defense Force Research Institute possesses viable technologies to create and field our own units on the scale of Mercury V and Valiant. I cannot say further out of reasons of confidentiality, but you should expect to see something soon. You will know when you see it."
"Hurray! We're famous!" Katarina cheers from her console.
You just sigh and put a hand to your face. Sasaki just pats you on the shoulder. "Sir, you knew this was coming," she says.
"Doesn't stop the fact that it sucks," you grumble. "Who else is going to butt their heads in on our business?"
"I wouldn't worry, Major," Ignatov chuckles. "Success begets success, after all. And now we are a force to be reckoned with."
"Just as soon as we get the 1.0 build started, Sir," Wilde chimes in. "We've got so much freaking resources to play with that I know the bean counters at Unity are going to want those back soon."
You just nod. Wilde is absolutely right in that you have such a windfall that if Unity knew, they'd want it right back.
"Okay, everyone," you declare. "We're still on business as usual...UNTIL we get the new representatives from Unity and God knows from where else. Let's invest everything we have before the higher ups realize what we're sitting on." You grin. "I don't need to tell you what to do. First stop: our first proper Super Robot!"
The Command Center echoes in cheers from the staff.
RESOURCE POINT INCOME: 18 RP + 2 RP (Landing Pad) + 4 RP (Galbinus payout, this turn only) +2 RP (from Gattai payout; 3 Turns remaining) + 7 RP (carry over, this turn only)
RESOURCE POINT TOTAL: 33 RP Total
QM Note: I highly recommend you spend on the Super Robot Construction. I am not likely to give you this much RP again in the future! Special Actions
[] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.
Cost: Varies (How much RP do you want to invest? No RP is locked for this option.)
Duration: 2 Turns
Will create new or upgrade existing Super Robot and make it available for Deployment
The Regency – What the Regency offers, versus what it's choosing to tell you, is not filling you with confidence. Anna agrees; this is dealing with too many unknowns, unknowns that the Regency itself flat out admitted to not knowing about. What would happen if you agree to whatever it asks for, and you embroil the Earth Union into an intergalactic war or something? When it's already dealing with so many problems back home?
Presenting this option to the highest levels is the only way you're going to get some closure out of it. Thankfully the Regency seemed understanding about your position, and promised (especially under observation from Ivanna and Max) to stay put. So you're going to have an audience with, at the bare minimum, BG Peters herself and the Intelligence Services (with Anna as your advocate on that front).
But you need to come up with some kind of recommendation on top of briefing them about the Regency's existence. What's your game plan?
Choose one.
[] Do not trust the Regency. Quite honestly, it's not telling you nearly enough about its circumstances, and you can't in good consciousness recommend to your superiors that trusting it is a viable option. For all you know, it could be trying to entangle you into a war you don't know about. Simply offer to give it a way off world, take whatever it may offer as a token of thanks, and move on back to your own worries.
[] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.
[] Despite your best judgment, give a strong recommendation in the Regency's favor. As much as this makes you uneasy, you are dealing with a host of issues that need dealing with quickly. Giving the Regency the Union's support could offer all sorts of breakthroughs, and the idea of an empowered champion could help make things go much more quickly.
Defense Force Actions
Pilot Training – Having the nature of your work slightly out of the bag has its drawbacks, but it does come with unexpected perks. For one thing, your organization has somehow become the subject matter experts of all things Mecha. While that's true, Commanders throughout the EUDF have the impression that your pilots explicitly know what they're doing a hell of a lot better than theirs do.
…which, fair enough, is also valid. Though BG Peters is reportedly getting a headache over her peers pestering her about admitting their top candidates, you just tune out her complaints. You know your boss well enough by now to know she's having what you in the business call 'good problems to have.'
While in the meantime you can look to your own pilots to train up and draw from your own talent pool for new ones, this does provide you and Sasaki with new options.
You may choose one, plus the specific project listed.
[] Pilot Training - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Pilot Training - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Pilot Training - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
So the wider EUDF wants to send their best pilots over here? You'd be happy to have them, and Sasaki has an idea for this.
She's presented plans for the construction of a small complex adjoining the campus right along the Proving Grounds and where the basic services are located. This academy, as Sasaki puts it, would be a test case: admit small groups of pilots now, run them through as rigorous a training program as herself and Callaghan can come up with, and see how it comes out.
The cream of the crop will be identified for poaching (or selective recruitment; depends on how polite you want to be about it), and those who don't meet your standards return home to their units, where they'll probably be the best in their area.
[] Now Accepting Internships...
Cost: 4 RP (1 RP Locked Next Turn)
Duration: 4 Turns
Security Net – Before you went public, the campus was as secure as you could possibly make it, especially after the Warlord decided to try his hand at being some sort of tactical genius or something. You'd taken a lot of steps to ensure that didn't happen again, and you had a fortress on your hands.
Now? You're playing on an entirely different level. Sasaki has identified even further areas that you can improve on to really make sure that no one messes with you. Different levels of investment are going to lead to different improvements (or none at all depending on how that goes), but at this point you can't be too paranoid if they really are out to get you.
And now that you're identified as having a Super Robot, and having your own sweet customized ride, you are going to be expected to 'show the flag' as it were. Time to start investing in how to do that.
You may choose one, plus the specific project listed.
[] Security Net - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Security Net - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Security Net - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
This is going to be a longer term project. While your Super Robot takes time to complete, you need to start being much more aware of what's going on in the world. The periodic reports from Anna and her crew are nice, but now you're going to be expected to be aware of what's going on everywhere; who's threatening where, what needs a response from a Super Robot, and so forth.
You have an aerodrome complex, you have a Command Center, and you have an enhanced Radar facility that has the potential to tap into the wider Defense Force Network. Let's see what you can do to really expand your presence.
[] Reaction Force
Cost: 4 RP (1 RP Locked Next Turn)
Duration: 4 Turns
Unlocks New Actions. Will Reveal Hot Spots around the world that may benefit from your attention.
Engineering Actions
Variable Configuration – There is a lot of ground to cover here. Wilde and Henry have created all sorts of new designs, but they haven't exactly been tested properly yet. Before properly handing them over to the test pilots, they want to run some additional tests, and they certainly would like to see if they can come up with something new.
Despite the increased attention from the wider EUDF, Wilde has the smuggest grin on his face. "I am totally gonna tell the ol' commander 'I toldja so,' if I ever see her again," he insists. Henry is stoic as usual, but you get the impression he's in full agreement. With much more official backing, the two are ready to work on bigger projects as much as just refine what you already have.
They already have one specific project outlined they'd like your input on.
You may choose one, plus the specific project listed.
[] Variable Configuration - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Variable Configuration - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Variable Configuration - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Though the Pilum is proven to be capable as an armor pack, after some debate with the Engineers they're in agreement that it could serve just as well as a Core Unit. It's not going to be cheap, but they guarantee it could be an outright terror out in the field. They just need approval and resources to do it.
[] Cored Armor
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Will convert Combine Unit Pilum to Core Unit Pilum; stats will be revealed on conclusion.
Supercomputer AI – Dr. Ignatov informs you that there's still plenty of work to be done in this field. This isn't just related to the AI personalities, he insists; his original mandate of simply creating smaller-scale Supercomputers is still something that could be achieved, though you could be forgiven for forgetting about that.
Katarina points out that there's still work to do in order to integrate the new AI Personality (despite her disagreement with Dr. Ignatov about plugging him straight into the Beowulf), work could be done to improve herself and her sisters' performance, and get ready for eventual new inclusions in terms of AI personalities. "No rest for the wicked!" she says cheerfully.
Easy for her to say when she doesn't have to deal with mortal exhaustion! Goodness, you need more coffee just thinking about it.
You may choose one, plus the specific project listed below.
[] Supercomputer AI - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Supercomputer AI - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Supercomputer AI - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
[] Integration - It's time to bring your new AI pilot to life, but there was some disagreement over how to bring him online. After some discussion on it, it was agreed to upload the AI directly into a Beowulf-class chassis and simply let it mingle with everyone. No weapons or anything built into it, but you're going to need to set aside some resources to ensure the integration goes smoothly.
After all, this is a new citizen of the Union and a new member of the family. It's important to make him feel welcome and safe.
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Will roll for personality traits
Experimental Projects – K-Class Materials, Anti-Gravity Treatments, Kausen Armor Plating – there's a lot coming out of the pipeline from the Science Department, and only so much time and resources available to test it all! Wilde, Henry, Ignatov and Lana are ready to stress test the math from the Science Department in order to see if they can make something a bit more practical out of it than the expensive prototypes you do have.
Lana is at pains to point out that it's going to be expensive no matter WHAT you do with it. But at least you'll add a guarantee that "the stupid thing just won't explode in your face and then make us grumpy about fixing everything."
Wilde protested the accusation of being 'grumpy,' leading to a new round of bickering between the two.
QM NOTE: I will allow you to add a preference towards which bit of science you want to lean towards as a preference, but that's no guarantee that the results will come out that way.
[] Experimental Projects - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Experimental Projects - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Experimental Projects - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Science Actions
For all the advancements that Sam Carlson has made in Extra Sensory Perception Theory, for all the breakthroughs, and for all the marvels that are the Man Machine Interfaces…he is not convinced it stops there.
He's confident that there's yet more to discover. And he wants your support to dig further into it. After all, even though humanity as a whole is so early in its development, there's no reason why you can't map out what is possible down the road.
Or, in his words, "we could also give natural development a helpful nudge off the ol' diving board."
You may choose one.
[] ESP Theory - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] ESP Theory - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] ESP Theory - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Kaiju Biotechnology – Compared to ESP Theory, Kaiju Biotechnology is not as well developed a field. Sam wants to look further into it. While the obvious applications of K-Class Materials and the K-Suit have already advanced the development of the Super Robot tremendously, he wants to know what else it can do.
He has a few particularly crazy ideas (you in fact said so straight to his face; he took it in stride and laughed about it, and you both carried on) but he wants to do some additional SCIENCE before then.
You may choose one.
[] Kaiju Biotechnology - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Kaiju Biotechnology - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Kaiju Biotechnology - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Xenotechnology Research - For the most part, you have the basics of everything the Legion has given to you figured out thanks to Max's efforts. Understanding, however, does not imply mastery. What we have are basically toddler's versions of technologies that the Legion takes for granted (even if we somehow outdid them with Configuration).
Still, there's work to be done. Max has gotten over her rage over the fact that the artifact she uncovered was in fact the Regent (mostly; she really doesn't like it when someone pulls a surprise on her for a change). She's ready to start refining what we do have.
You may choose one.
[] Xenotechnology - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Xenotechnology - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Xenotechnology - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
So this is my first attempt at the new approach we discussed awhile ago. However, this first turn is going to be out of whack because just how much resources you have. So my advice:
SPEND ON THE SUPER ROBOT.
I am not letting leftover RP carry over this time. If you still somehow have RP left over, Unity Station will take those back. But they will offer you something in return. I will determine what when we cross that bridge.
Also, I'm only SLIGHTLY over the morning time. It's still morning somewhere in the world, right?
[] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.
[] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.
The cream of the crop will be identified for poaching (or selective recruitment; depends on how polite you want to be about it), and those who don't meet your standards return home to their units, where they'll probably be the best in their area.
[] Reaction Force
Cost: 4 RP (1 RP Locked Next Turn)
Duration: 4 Turns
Unlocks New Actions. Will Reveal Hot Spots around the world that may benefit from your attention.
[] Cored Armor
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Will convert Combine Unit Pilum to Core Unit Pilum; stats will be revealed on conclusion.
[] Integration - It's time to bring your new AI pilot to life, but there was some disagreement over how to bring him online. After some discussion on it, it was agreed to upload the AI directly into a Beowulf-class chassis and simply let it mingle with everyone. No weapons or anything built into it,
That's exactly right. If you choose this, I will launch into a mini post about the construction process.
Edit - For experimental projects, the Engineers will attempt to put an existing field from the sciences into practice. Such as Anti-Grav, new applications from the K-Class, etc.
Which, specifically? That will be rolled for.
And no, you don't have any leftover actions from Turn Eight
2/33
[X] Plan Fastest Thing Possible
-[X] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.
--[X] Core unit: Beowulf(1 RP)
---[X] Beowulf Upgrade Slot 1: Anti-Gravity Treatment(2 RP)
---[X] Beowulf Upgrade Slot 2: K-Circuits(3 RP)
---[X] Beowulf Anti-Gravity Slot: 'Psychic Theater' (6-1 RP)
---[X] Slotless Upgrade: K-Suit (Pilot 1)(4 RP)
---[X] Slotless Upgrade: K-Suit (Pilot 2)(4 RP)
--[X] Combine Unit: Foxhound(2 RP)
---[X] Foxhound Upgrade Slot 1: Charged Cannon(2 RP)
---[X] Foxhound Upgrade Slot 2: Zirvitium Armor(5 RP)
---[X] Foxhound Finisher Slot: Arc Blade(3 RP)
-[X] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.
Basically premium everything(yes, I spent 32 RP on a souped up Foxhound) and crank the SHIT out of that Strike. Give it flight, rocket boosters(all on the base Foxhound), antigravity treatment so it goes even FASTER, K-Suited Pilots in Theater for even FASTER.
It hits for a Strike that does:
-Arc Blade +1
-Combine Circuits +2
-Core Circuits +2