Super Robot Quest

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[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: K-Circuits(3 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

@Basarin any mistaken assumptions here?
I think you can add the Arc Cannon for free if it is the Foxhound
 
I am not in favor of such a Speed demon Super Robot. So I will wait until someone else posts a Super Robot build plan and then make my decision.
 
I think you can add the Arc Cannon for free if it is the Foxhound
It still uses the slot though, and you only get one of those.
Granted, theres some redundancy with the Blazing Fist going on here with the Foxhound, but I imagine when we build it they're more likely to become stacked somehow.

E: Going to sleep soon, so if theres anything I'd probably take a look in the morning before going out to hunt Larvitars.
 
Okay, @veekie

The build itself is valid, as it complies with the build sheet.

@MagusBlack, you are correct in that if @veekie chose the Arc Cannon, it would have been free. However, @veekie is correct in that there is only room for one Finishing Strike.

(No Blazing Fist; that's Timberwolf)

I am still out and about, so just tag me in a post if you have any further questions!
 
Alright, I'm up, posting my prospect now after finalizing my numbers and the sheet.

[X] Plan: Rise! Beowulf!
-[X] Super Robot 1.0
--[X] Beowulf 1.0 (27 RP)
-[X] The Regency
--[X] Give it some leeway.
-[X] Variable Configuration: Cored Armor (3 RP)
-[X] Supercomputer AI: Integration (3 R)

I still feel that Psychic Theatre isn't our best move right now. We've got two actions with this build and a base damage output of 3 HP per Strike. It gives us plenty of deployment flexibility on top of that, as we can run down flyers, runners, or just tank up and fight evil directly with a solid, tanky war machine.

Beyond that, the +5 damage prospect Veekie submitted... Shouldn't be possible? K-Circuits 2 require 2 upgrade slots, but he has them listed as one each. It still works for the Core Unit, but it falls apart with the Combine--and I'm not sure we're allowed to stack K-Circuits with K-Circuits? Either way, legally, he has to dump the Zirvitium plating to be allowed to legally have a rank two K-Circuit in his Combine Form, which leads to a +4 Strike vs a +3 Strike, not that much of a difference.

I could be wrong on that point, but it's a bit slapdashedly put together, and monofocuses on Psychic Theatre as something we should get out as soon as possible because of the "Action Economy is god" brainbug. Which isn't wrong, but I can almost guarantee you that the moment Basarin tries to run that theoretical 5 action per turn monster, that he's going to nerf it into the ground the very next battle.

Like, it shouldn't be possible at this point to get the 4-5 actions per turn that Fastest Thing Ever guns for--game running logistics at least should forbid it, three is possible, but three isn't much better than 2.
 
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[X] Plan: Rise! Beowulf!
Adhoc vote count started by Thors_Alumni on Jun 15, 2018 at 2:25 PM, finished with 21 posts and 8 votes.

  • [X] Plan: Rise! Beowulf!
    -[X] Super Robot 1.0
    --[X] Beowulf 1.0 (27 RP)
    -[X] The Regency
    --[X] Give it some leeway.
    -[X] Variable Configuration: Cored Armor (3 RP)
    -[X] Supercomputer AI: Integration (3 R)
    [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: K-Circuits(3 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.
 
[X] Plan: Rise! Beowulf!

@Alectai
I have a question with the Beowolf 1.0. Does the Timberwolf combination still have the Blazing fist Finisher? I don't see it in the Finisher section.
 
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.

I would like to have at least more info about what we could get if we invest into a particular subsection. Or having an unique research option per section. We'll see how it works this turn.

The build itself is valid, as it complies with the build sheet.

But, I thought we would build next turn and now we "just" have to assign RP?


That's a new one.

that he's going to nerf it into the ground the very next battle.

No such thing as nerfing in a Super Robot show.

Speaking of: The final of the 1st season of GGG was awesome, if predictable. The second one starts strong. More amusingly, the parallels with Kaworu and Mamoru go overdrive. Someone probably noticed.
Also, another power to Mamo's phallic hair: It can compress itself into tiny helmets without issue. Also, water cannot alter its shape.


[X] Plan: Rise! Beowulf!
 
Next turn we should spend RP on the Heavy Investment on the Security Net and the Reaction Force options. It will cost us 8 RP but it is stuff we need to better prepare ourselves for when the enemy attacks which ever one of them it will be if not all of them at the same time. And the sooner we have them the better.
 
@Alectai

Actually you're right. I was on the move at the time, and had a brain fart; mixed K-Scale (which you can have two UNUPGRADED versions) and K-Circuit for some reason.

@veekie when you come back online, swap ONE K-Circuit for something else.

EDIT: I will post my interpretations of ALL builds I see just as a sanity check when I get back. I'm sure there's something I missed, but I'm not at my computer and my attention is a bit split.

Sorry for the confusion. :(
 
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I don't think we particularly need the Beowulf to be flier, especially since we now have the option to make a Pilum robot to fit that role.
 
I don't think we particularly need the Beowulf to be flier, especially since we now have the option to make a Pilum robot to fit that role.
A flying Pilum mech which can configure with our other mechs is probably part of our long term plans for later on when we do a Super Robot 2.0
 
Will there be a way to add new upgrades to the super robot after we build it or add some upgrades that didn't get included in the build plan?
 
[X] Plan: Rise! Beowulf!
-[X] Super Robot 1.0
--[X] Beowulf 1.0 (27 RP)
-[X] The Regency
--[X] Give it some leeway.
-[X] Variable Configuration: Cored Armor (3 RP)
-[X] Supercomputer AI: Integration (3 R)
This plan has most things I want, except for the robot part, about which I don't care. Building a Globe View in the Command Centre would be my main goal for the next turn. I'm going to vote

[X] Plan: Rise! Beowulf!

And then I'll spend the energy and effort I would have used on coming up with my own stuff (probably built around Steed and Pilum) on coming up with silly and/or over the top names.
 
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