Come into my parlor, says the spider to the fly, you think grimly as you enter the room. Unity Station had millions of these rooms; when you have a constant rotation of ever-changing high ranking personnel going in and out of the station, it becomes a fact of life that a conference room of some kind is going to be required on any given moment. Square room of modest proportions, standard conference table, and the same steel-blue metal sheen to the walls and surfaces, a few pictures of some kind of event of human history.
This should mean that scrambling targeted intelligence assets against the meeting should Ben fairly difficult to arrange; there are millions of conference rooms for any given thousands of high ranking staff meetings, so any intelligence effort that canvasses our meeting either has enough logistical assets at Unity Station that they can find us and mobilize assets there extremely quickly, or has enough penetration into Unity Station that they're observing all of them.
and you immediately move to deactivate all of your own devices. You recognize a White Noise Generator when you see one. A moment later, the familiar prickling feeling of nothingness attacking your senses takes hold.
Second is the White Noise Generator. It's a familiar prickling feeling of nothingness attacking your senses; in other words, either it accidentally has a psychic component or it intentionally has a psychic component, or I'm reading too much into it.
Third: Under a system that is implied to scramble everything, Armistead still doesn't feel free to "speak his mind", despite making the implication that he supports the Super Robot program; the wording is exceedingly careful.
"But understand, it's not so simple for me to speak my mind," he says. "And I still can't, even with this marvel of tech." He slides over a case, a sealed tablet carrier with his seal on it. "So unofficially while this thing still has a few seconds of battery life, I'm going to say that my support of your program isn't a fluke, and that I have a rotten house that needs cleaning out." He stares at you for a moment, and very briefly you see the visage of a man who's exhausted. "Study that on your own time. Bring in your friends in the IS if you'd like. They might find it interesting."
One: Westphalians or some other force has near-total penetration into Unity Station at minimum, possible penetration into the Intelligence Service.
Two: Armistead himself is Westphalian and trying to take the heat off of himself with junk data or actively malicious data and/or letting us plug in unverified hardware into our main systems and doing damage that way.
I think the second one is more likely, though I can be convinced.
A) The entirety of Unity Station--the heart of the Union--is utterly compromised, to the point where nobody can speak freely even in what amounts to being a scratch picked room on short notice, and even a white noise generator can't guarantee confidentiality.
Or
B) Armistead is trying to hide what he's telling us to our own side, in short, he's giving us potentially actionable intelligence but doesn't want our side to know it came from him. He's blocking the Intelligence Service out if you will, because he figures (And he's probably right) that we're bugged, and we already know the IS can't get past his security either.
Since option A would suggest that the Westphalians have won long ago, which makes their psychotic hate for the Union make no sense ("We could destroy them at any moment with a flip of our hand, but we'll allow them to live to give us an excuse to be supervillains"), I would argue it's probably bullshit. Not impossible, but it would require such twisty logic that it's functionally unknowable, or for there to be players of the game who have completely hidden their hand.
So that leaves B) He wants to suggest he's an ally, but doesn't want our allies to know this. Which suggests the IS/Brigadier Peters is actually the ones who are compromised (Which is at least somewhat plausible in the case of the IS given how mysterious they act, and how even they don't seem to have anything useful despite how capable they act all the time, while the Westphalians are capable of apparently moving armored brigades across the planet and nobody having a clue until they're ready to attack), or that he's compromised after all and that he's trying to raise doubts all over the place with all the cloak and dagger shit.
Either way, it doesn't really change our actions. We need to keep making connections with the other players, we need to keep probing all over the place, and we need to make sure our security is handled in house at all times, because pretty much the only ones we can reasonably trust are the people behind our walls. Functionally, nothing has changed, and we should act accordingly. Either he is an ally and we don't want to tip off that he's on our side, or he's not an ally and we want to make sure we know what's going on.
This should mean that scrambling targeted intelligence assets against the meeting should Ben fairly difficult to arrange; there are millions of conference rooms for any given thousands of high ranking staff meetings, so any intelligence effort that canvasses our meeting either has enough logistical assets at Unity Station that they can find us and mobilize assets there extremely quickly, or has enough penetration into Unity Station that they're observing all of them.
Two: Armistead himself is Westphalian and trying to take the heat off of himself with junk data or actively malicious data and/or letting us plug in unverified hardware into our main systems and doing damage that way.
Since option A would suggest that the Westphalians have won long ago, which makes their psychotic hate for the Union make no sense ("We could destroy them at any moment with a flip of our hand, but we'll allow them to live to give us an excuse to be supervillains")
It could be something like "we need them to keep bad guys from destroying the world, until the stars are right so we can destroy the world ourselves". Basically SEELE again.
0923, 1 January, A.D. 2072
Command Center, Maintenance Bay
"I would have imagined you would be celebrating," a voice says from the exit.
You look up from the customized Shade the Duo had decided was your Christmas gift. You've only practiced with it for a few times, but your logic is that if you have to fight, things have gone horribly wrong that it wouldn't make much of a difference. At the exit, you see Galbinus roll in, the green Centurion-chassis looking much more menacing than the stock model ever could. "Isn't it the human custom to celebrate the arrival of the new solar cycle?" he asked.
"Yeah," you shrug, "And they typically do it with enough alcohol to give an elephant a hangover." You set aside the book you were reading, and adjust the recliner so that you're sitting straight up. "I don't exactly like crowds, and I barely get enough quiet time as it is. So while everyone else sleeps off the alcohol, I can get some rest in."
"I can relate," Galbinus agrees. The tank rolls to a gentle stop near the Shade, but keeps his distance otherwise. "My mechs are seeing similar incidents as they explore the local population centers while configured. Humans do very strange things when inebriated."
"And very dumb things," you roll your eyes.
"They can be fun!" a new voice chimes in. Looking up, you see Anna waving cheerfully while dangling from a walkway not far above your head, suspended only by her legs. "You totally missed out, by the way."
"Weren't you buried under several casks of 2052 blend?" you ask incredulously. "I refuse to believe your liver's that good."
"Nope. I don't drink," she admits, oblivious to how she's swaying from side to side via momentum. Her hair is dangling down to earth, obscuring her face slightly. "But you pick up on the best blackmail material out there. Christmas, New Year's, bachelor parties - "
" - just stop," you sigh, rubbing your face. "That's more information than I wanted to know."
Galbinus' camera unit just glanced up at Anna, before looking back at you. "Your species are very strange."
"No argument there."
Resource Point Income: 19 + 2 (Landing Pad) - 5 (Upkeep: Banner, Reaction Force, Internships, 2x Kaiju Biotechnology) = 16 RP Total
Katarina's Support: You may add +1d6 to any Action this turn. This can only be applied to one Action. This will refresh next turn.
Special Actions
Super Robot Construction - If you want to start in on a new Super Robot or bring one up to code, you know how by now.
Super Robot Construction
Cost: Variable (how much do you want?)
Duration: 3 Turns
Regency Council - Take Time to Engage the Regent in Dialogue
Duration: 2 Turns
Something is Rotten in the Air Defense Force - Let's be frank. No matter how much for a loop Armistead threw you for, you are taking nothing he says at face value. He's antagonized you far too much, and shown far too much sketchy behavior, for you to even think this is a good idea. That, and you're not a Second Lieutenant naive and innocent to the ways of the world.
He left you a sealed tablet of some kind, but you're not dumb enough to just plug it into something, especially in your base. No, you fully plan on taking your sweet time preparing for a delayed detonation that could possibly go off; for all you know, you might be dealing with a time bomb (figuratively; you've already checked for the literal definition). The only question now is, how to handle it?
[] Moderate Precautions. Sealed Room. White Noise Generator. Signal Jammers. Yes, this is your definition of 'Moderate Precautions' in this case.
Cost: 1 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Handled entirely in-house, Unlocks New Actions
[] Ask Anna for Support. Seeing as you're handling potentially explosive information, it might not be a bad idea to call in the Intelligence Services. They're probably quite interested in seeing what this is.
Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Increased Relations with Intelligence Services, Unlocks New Actions
[] They are Legion. You're not entirely considering this seriously, but this does actually have some merit. Though you're technically bringing in outsiders to an Earth Union matter, that in itself is an advantage - they're completely unbiased on Earth Union politics. That, and you have a solid working relationship with Galbinus; you can ensure, from one commander to another, that he maintains silence on the matter.
Cost: 3 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Increased Relations with the Legion, Greater Chance for Unbiased Information, Unlocks New Actions
Zulu - You've kept Zulu in confinement for the moment, but he's being fairly cooperative. That said, the decision is up to you as to whether or not you want to try and actively turn him. The idea is outright strange but you don't deny that having an enemy defector would be incredibly handy in so many ways.
That, and you get the feeling that even the confinement you're putting him in is a step up from where he came from.
[] Do nothing for now. Handling defectors has always been a chancy option, and you'd rather err on the side of caution right now.
Cost: N/A
Duration: N/A
No Action is taken.
[] Try to turn him. The only question is how. Or with who, specifically. All options will cost the same.
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
--[] Callaghan. He's already spoken with Zulu before. He could probably capitalize on the rapport.
--[] Ichiro. A 'native-born' Kaus could have an interesting outcome when talking with Zulu.
--[] Anna. This is her lane, and her job. Why not let her keep at it?
VIP Visit - Looks like General Li Jun is coming straight to you. Anna's gotten a heads up - he apparently has already been approached by other manufacturers and teams for upgrades to the venerable Bulwark, but the DFRI's reputation is such that he's not counting you out entirely. He likely has means through Unity Station to get what he wants manufactured en masse, and is likely just 'shopping around' for prospective choices. It won't be as close a relationship as you have with the FRC or the Marines, but he's willing to give you an honest evaluation to see if what you have is what he's looking for.
Only question is, how do you want to engage him when he arrives?
[] The showman approach worked before, right? Let's put on a bit of a show. Highlight the Centurion, but also include how it would operate in a wider battle, with Jackals, V-33s, the works.
Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance for ?
[] By now, you've learned that commanders are incredibly busy people (you would know from personal experience!). Keep it nice and simple. Show him the Centurion's capabilities at the Proving Grounds as is, its highlights and its drawbacks, and let him decide.
Cost: 1 RP (One Time Investment)
Duration: 1 Turn
Chance for ?
Defense Force Actions
Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.
Setting the Banner
Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough (2d6, Threshold of 5-6)
Chance to unveil skills
Now Accepting Internships...
Cost: 1 RP Locked
Duration: 1 Turns
Reaction Force
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Unlocks New Actions. Will Reveal Hot Spots around the world that may benefit from your attention.
Pilot Training – Work is beginning already on training existing pilots as well as preparing to bring in pilots from outside of the DFRI. Sasaki is fairly confident that you're going to see a few washouts right from the get-go, and you can't help but agree. The first few times you saw the test corps pilots, and Callaghan, Tellison and Satsuma, try piloting these things, you saw them stumble out of the cockpits as if they'd run a triathlon in ten minutes. Apparently it's exhausting work until you get used to it.
Still, no need to judge the theoretical newbies. Yet.
You may choose one, plus the specific project. If you have an investment project ongoing, you may still choose one and run concurrently.
You may also now designate a specific pilot to submit for training.
[] Pilot Training - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
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)
Security Net – You aren't paranoid. Something out there really is out to get you.
Security's always a good investment as it is.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Security Net - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Security Net - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Security Net - 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)
Engineering Actions
Stubborn Lana. Rolling a 1 on any dice will prompt a Re-Roll of that particular dice. This applies to all Engineering Actions taken this turn, but will only take place once.
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.
Wilde also has a few specific projects he thinks requires your attention and approval. Though the Beowulf is now fully online and active, it's still missing one feature, something they're not sure they can reliably activate just yet. That, and there's the old concept idea of the V-33 becoming a dedicated humanoid frame.
You may choose one, plus the specific projects listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Variable Configuration - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Variable Configuration - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Variable Configuration - 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 while you have a concept frame of a humanoid form for the V-33, it's incredibly clunky and not something you're comfortable giving to anyone to take to combat. But this is giving your engineers inspiration to try to build on top of that. This time, the Duo want to build a brand new frame from top to bottom. It's not something that is meant to succeed the V-33, since honestly it's not its job to. But they want to build an air frame that can, paradoxically, fight in city environments.
Their logic is such: they want to build something that can dogfight at high speeds while also being able to descend into urban territory because it's really cool. Well, they suppose it's also because it's good to be able to land additional troops in as a quick response force, but Wilde and Henry are being honest. They think the idea's the coolest thing ever.
You can't fault the logic. Just the expenses. It's getting a little harder to get what you want due to increased scrutiny, so you have to invest more to get a similar result these days.
[] Building a Seeker
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6 + 1d6 (Maritime Expeditionary Corps Commission), Threshold of 5-6)
Wilde is up front with you. The Beowulf, the Falcon, and the Shepherd should be able to all combine into one 'mega mecha' if we take it to a logical conclusion. Right now, though, it can't. Not without some serious glitches taking effect. This is something he acknowledges that you might want to hold off on, since there's no telling if or when you may get called into deployment.
The Beowulf and its components are your heaviest hitters right now. You're not sure you can commit to it going through another refit at this moment, especially one as resource intensive as this would promise to be (at least nowhere near the monumental cost you invested two months ago; that budget list still gives you nightmares). Least, not until you have a backup option.
[] San-Ki Gattai / Triple Combination
Cost: 4 RP (2 RP Locked Next Turn)]
Duration: 3 2 Turns (Thanks, Lana!)
Beowulf will be able to call on a theoretical final formation, to be summoned in times of dire emergencies.
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.
In addition, with the introduction of Ichiro Banner, these options would also start to explore introducing new 'siblings' to the mix. Something to consider, but Ichiro himself hasn't been around all that long.
That said, you've approached Ignatov with a very specific project in mind. The Union isn't perfect, but at this point you may very well start seeing elements within the Defense Force trying to infiltrate their own people to steal your stuff (at best) or outright sabotage you (at worst). Perhaps it's time to look into further security measures only a supercomputer can bring.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Supercomputer AI - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Supercomputer AI - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Supercomputer AI - 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)
Security!!! - You fully admit to Ignatov that you're probably coming across as fairly paranoid considering what happened last year. But you want to develop a new Supercomputer AI personality whose sole job is overseeing the defenses to the DFRI Campus. Diana can do the job passably, but her focus is on tactical analyses and pilot training. Even a Supercomputer can be stretched thin on sensitive tasks.
Ignatov agrees to look into it, before pointing out, "You will want a fairly level-headed individual to base this one on."
Security!!!
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Develop a new AI Personality focused purely on Security. [Name a key individual in the DFRI to base this on.]
Experimental Projects – You're noticing a fair number more experiments running through the Engineering Bay, only to find it's testing all sorts of weird stuff (and that's by the DFRI standards, which should tell you something). For one thing, the failed Psychic Enhancing of the K-Scale has given some strange ideas to Wilde and Henry, and they want to try testing out if you can weaponize that particular failure. They also wouldn't say no to additional resources to try...well, whatever you could think of. They don't guarantee it'd work, but it'd be good engineering!
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.
You may choose one, plus the specific project listed. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Experimental Projects - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Experimental Projects - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Experimental Projects - 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)
K-Frag! - Chalk it up to Sam's boys for their mess up to become a potential idea. Wilde and Henry noticed that the K-Scale remained fairly sharp when it shattered. Thankfully no one got hurt too badly (though Paul's going to have an interesting scar), but this does give food for thought. What if you managed to insert a charge into an enemy, then intentionally shattered it while it was inside?
No idea, but they want to find out.
K-Frag!
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
Chance for new weapon
Science Actions
Calm - Ivanna's help enables you to re-roll one failed Science Action Test this turn.
ESP Theory - Heavy Investment - "Sam here. So for our last test on this run, we're going to see what happens if we try to route the psychic energy towards different parts of the Super Robot. We'll start with innocuous things like the servos and the limbs, then we'll go on to something crazy. Like the generator."
Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough (2d6, Threshold of 5-6)
Kaiju Biotechnology - Medium Investment - "Sam here. So we tried the whole 'strengthen K-Scale' with Psychic Energy, and we had two exploding labs. I sure as hell don't have a budget for a third one, so we're testing this one outside, and everyone's wearing a K-Suit."
"So new test while the budget lasts, and within our hypotheses: can we introduce new elements into K-Class directly using Psychic Energy?"
Cost: 1 RP Locked
Duration: 1 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
Kaiju Biotechnology - Medium Investment - Dragon Horn Analysis - "The acidic build-up's stopped; the deep freeze's held it in its tracks. The last sample we had was frozen for almost a year before we started studying it. This is fairly fresh. Let's see what we can find out, boys and girls."
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
Sam is beyond ecstatic about the new find. More than just a new potential piece of K-Class to study, it's now a great moment to start looking into an entirely different classification of material.
As ridiculously effective as your current K-Class is, Sam points out two things to you:
1: It all came from the same kaiju. That means that sooner or later, you're going to run out of possible applications to tap into.
2: So far, you've achieved everything possible with K-Class as utility. The Dragon's Horn is a K-Class Weapon. And one whose descendant materials are probably going to have less of a problem with being shaped into weapons.
3: Why are you checking this? There were only two things to talk about.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] ESP Theory - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] ESP Theory - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] ESP Theory - 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)
Kaiju Biotechnology – Sam's expecting the initial scanning results from the Dragon Horn to come back by the end of the month. Right now, he's just making sure that it's kept in deep freeze and making sure the acidic failsafe is burnt out. Until then, though, there's still plenty to be done with the original samples that have propelled you through Super Robot development so far.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Kaiju Biotechnology - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Kaiju Biotechnology - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Kaiju Biotechnology - 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)
Xenotechnology Research - Max is a little twitchy around the Regent, but she's keeping a respectful distance so far. She's been fairly quiet recently, but that's largely due to resources being directed elsewhere, and that she's been busy studying the battle data from fighting the Dragon. She doesn't have anything specific yet, but along with her original idea with the Dispersion Field, there's still plenty to try out with the Xenotech you've received from the Legion.
You may choose one, plus the specific project listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Xenotechnology - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Xenotechnology - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
So apparently the nonstop laughter you heard from the other side of campus the other week was Max having a breakthrough on a shoestring (by your standards anyway) budget. With a little help and coaxing from Ivanna, you were able to get Max to calm down long enough to explain what was going on.
In effect, the Dispersion Field simply denies energy outside of its radius the ability to have any sort of impact past a certain radius, but it takes a ridiculous amount of energy investment in proportion. So, she reasoned, it takes a lot of energy invested into it to maintain that sort of field as a semi-physical barrier. But what if you sprayed it in the air like a demented version of an aerosol spray can?
She declined to answer why her train of thought hit that particular line.
Regardless of reasoning, the result on a small-scale test is that the Dispersion Field effect lingers. Granted, her test had it so that it was only for a short while, but she wants to try a 1:1 test. Complete with testing the Beowulf's Combination with the Foxhound and the Timberwolf, with paint rounds. Maybe even live ammunition if it turns out to work. Since you know by now that the Combine Configuration process is a moment of vulnerability, you agree that this is definitely something worth investing into.
Downside? Well, "it's a freaking Dispersion Field! You know by now that these things aren't cheap to recreate!"
[] Combine Configuration Shield
Cost: 4 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6); You may invest an additional 2 RP to add +1d6 OR Reduce the Threshold by -1.
We should do heavy investment in the Security net and start working on the Kaiju Horn ASAP. The prisoner can wait another month but not more than that since I don't want him getting idea's. As for the incoming general. Lets keep it simple and to the point.
[X] New Year, Same as the Old Year
-[X] Super Robot Construction: Perseus
--[X] Perseus Prototype: (Possesses Upgraded K-Suit, pays the initial build cost, possesses Arc Blade) (0 RP)
--[X] Anti-Gravity Treatment (2 RP)
--[X] Advanced Psychic Theater (6 RP)
--[X] K-Scale (2 RP)
--[X] Combination: Centurion Units? Integrated heavy weapons and ranged firepower should be a viable add-on.
---[X] Total Cost: 10 RP
-[X] Moderate Precautions. (1 RP)
--[X] Katarina and Diana's Support
-[X] The showman approach worked before, right? (2 RP)
-[X] Building a Seeker (3 RP)
--[X] Streamlined Resource Flow (+1 RP saved)
-[X] Ivanna's Support on Kaiju Biotechnology - Medium Investment (The one that keeps failing!)
A bit of a slow start to the year, but it gets the Perseus 1.0 Build started. Plus at least gets our tech guys thinking about a suitable Combination Form for it.
Brainstorming right now. Priority one is getting the core unit fully prepped. I'm perfectly fine with researching the actual combination form separately.
[X] New Year, Same as the Old Year
-[X] Super Robot Construction: Perseus
--[X] Perseus Prototype: (Possesses Upgraded K-Suit, pays the initial build cost, possesses Arc Blade) (0 RP)
--[X] Anti-Gravity Treatment (2 RP)
--[X] Advanced Psychic Theater (6 RP)
--[X] K-Scale (2 RP)
--[X] Combination: Centurion Units? Integrated heavy weapons and ranged firepower should be a viable add-on.
---[X] Total Cost: 10 RP
-[X] Moderate Precautions. (1 RP)
--[X] Katarina and Diana's Support
-[X] The showman approach worked before, right? (2 RP)
-[X] Building a Seeker (3 RP)
--[X] Streamlined Resource Flow (+1 RP saved)
-[X] Ivanna's Support on Kaiju Biotechnology - Medium Investment (The one that keeps failing!)
A bit of a slow start to the year, but it gets the Perseus 1.0 Build started. Plus at least gets our tech guys thinking about a suitable Combination Form for it.