Super Robot Quest

[X] Use Call Out on whatever seems to be the most dangerous enemy, whenever it is available.
[X] Save Linked Telemetry unless something new shows up, or if an enemy needs to be taken down ASAP, at which point make use of it if needed. Alternatively, if it can be used to prevent Ichiro from taking damage from something that does more than 2 damage, do so.

I am absolutely Delighted to see this getting restarted. Welcome back @Basarin.
 
[X] Use Call Out on whatever seems to be the most dangerous enemy, whenever it is available.
[X] Save Linked Telemetry unless something new shows up, or if an enemy needs to be taken down ASAP, at which point make use of it if needed. Alternatively, if it can be used to prevent Ichiro from taking damage from something that does more than 2 damage, do so.
 
@Not in Person - :p I'm sort of afraid of where my references are going to take some NPC character designs eventually...

I'll let this sit for another day or so, though I'll probably do rolls and write tomorrow. This quest is looking to be a weekend thing for me from now on.
 
Also, I wold just like to point out, Ichiro has a complex about the name "Bruce" and his first fight is against a squad of people all named Bruce.
 
Alright, it's been about a day or so, and it's a very cautious approach to start with (sensible, really). Vote's closed.

[X] Use Call Out on whatever seems to be the most dangerous enemy, whenever it is available.
[X] Save Linked Telemetry unless something new shows up, or if an enemy needs to be taken down ASAP, at which point make use of it if needed. Alternatively, if it can be used to prevent Ichiro from taking damage from something that does more than 2 damage, do so.
 
Battling the Brute! - Rounds 1-3 Rolls
Quick addendum: Linked Telemetry can also apply to forcing an enemy attack roll (still must keep that new result). That's the intention I had for it, but looking back I realize the text doesn't quite reflect that - I'll have that fixed moving forward.

I would normally place that under a QM Note tag, but the board had flagged my response as 'too short.' Hopefully that fixes it.

[X] Use Call Out on whatever seems to be the most dangerous enemy, whenever it is available.
[X] Save Linked Telemetry unless something new shows up, or if an enemy needs to be taken down ASAP, at which point make use of it if needed. Alternatively, if it can be used to prevent Ichiro from taking damage from something that does more than 2 damage, do so.

Banner rolls: 4+1
Enemies roll: 6+2

Westphalian forces win the initiative.

Enemies have been identified. 2x Tank-Mobiles (?), 1x Walker formations.

The first Tank-Mobiles are burning rubber trying to get to Ichiro. They begin firing Conventional Weaponry.
Rolls: 5+4.
They inflict 1 HP.

The second formation attempts to follow up on their compatriots' 'success.' Firing Conventional Weaponry.
Rolls: 2+6.
1 HP inflicted.

The Walkers trundle up behind the cobbled together rovers. Hand-held rotary cannons begin to spool up...
Rolls: 2+2.
The automatic fire tears up a lot of the surrounding landscape, but the only rounds that land ricochet off of Ichiro's armor.

Banner is not amused - the 'tank' accelerates at full throttle, aiming the turret at the nearest Tank-Mobile.
Rolls: 3+5.

Tank-Mobile formation desperately attempts to dodge, showing Lesser Agility.
Rolls: 6+5!

It seems like they shouldn't be able to, but they can dodge quite well!...but Ichiro is a Notable Character, they aren't. Uses Notable to Strike again!
Rolls: 6+6!
Um. Well. Even if Agile applied to successive strikes, a crit hit is a crit hit. Deals double damage (2 base, 2 from Zirvitium Gauntlets), 4 HP!
Ichiro Configures into mecha mode and gives the rip-offs a piece of his mind. The Tank-Mobiles go flying, though as a few come apart at the seams, he notices something unusual...

Tactical Analysis comes into play. Anna realizes these Tank-Mobiles must be prototypes or proofs-of-concept for Westphalian configuration!
And as if to prove her point, the remains of the group that Ichiro had so thoroughly smashed begin configuring!
Rolling: 5!
The configuration process, however...it's not smooth. Malfunction! (Loses d6 on next roll)

First Tank-Mobile group ready Disposable Rocket Tubes. Despite the complications, they attempt to fire at Ichiro!
Rolling: 1+1!
Critical failure! The launchers completely fail to hit Ichiro - one explodes in the user's hands, inflicting 1 HP further to the group.

Second Tank-Mobile group Configures!
Rolls: 1!
No complications! The second group's configuration is much more dignified.

Second tank-Mobile formation readies Disposable Rocket Tubes. Firing!
Rolling: 4+3!
The rockets fail to inflict damage.

The Walkers are already starting to not like the writing on the wall. They ready their Main Cannons.
Rolling: 4+5!
The shots land successfully against the not-so-ordinary Centurion frame. Ichiro suffers 2 HP.

Anna has determined that the Walkers pose the bigger threat to Ichiro. She uses Call Out to reduce future Walker attack rolls by d6! Effect will last until end of Round Five.

Ichiro smashes into the weakened Tank-Mobile group, not wanting to deal with these jokers any longer.
Rolling: 2+1.
He rolls again making use of Notable.
Rolling: 5+3!
The last of the first Tank-Mobile group finally goes down. It's clear these are a step up from the first models (not that it took much...).

The remaining Tank-Mobile group is still fully mission capable. They ready the last of their rockets!
Rolling: 5+1!
Anna uses Linked Telemetry! Forces a re-roll.
Rolling: 2+3!
Anna forces rockets off course!

Walker spools up the rotary guns again.
Rolling at Disavantage (due to Call Out): 1!
Not even close.

Ichiro has decided that the remaining Tank-Mobile has caused enough trouble. He readies the Arm Cannon (free action)!
Rolls: 6+5+5!
Critical Hit! Deals double damage, 4 HP! There aren't many of them left...
Follows up with a strike!
Rolling: 1+6!
The last of the Tank-Mobiles are wiped out, but don't expect that state of affairs to last.

The Walker pilots have frantically called for reinforcements. Expect more company promptly!

Anna's Tactical Analysis: This was a smash and grab operation, they didn't think you would be here or they wouldn't be trying these machines without more QC/QA. I've updated their suspected stats below with what I've actually seen.

SAI-01 Ichiro Banner
Centurion-chassis
Assigned to: SAI-01 Ichiro Banner
HP: 10/16

Arm Cannon: Has an arm cannon as part of his chassis. Can make a Heavy Weapon Strike as a free action at Advantage (3d6, Threshold of 5-6, deals 2 HP) every three rounds.
Strikes:
Counts as One Action (Notable Bonus may apply).​
Roll 2d6, Threshold of 5-6, inflicts 1+1 HP on success.​
Zirvitium-Plated Gauntlets: Adds +1HP damage to Strikes. Equipment will last for this battle only.​
Relentless: If about to take a mortal strike, roll 1d6. A 4-6 will negate that damage.
Upgrade Slots: 1 (Unslotted at this time)

SAI-01 Ichiro Banner

Actions per Turn:
- 1
Notable Character:
- Can make two attacks per turn at 2d6 for 1 HP each. Counts as a single Action.
Hot Headed:
- Major Devin's calm nature is normally the personality that's reflected. However, this AI understands rage, and tends to bottle it up until he's had enough. Once every three turns, he may activate "Rage." For one turn, the AI will inflict twice as much damage, but also take twice as much incoming damage.
Anna Smith
Intelligence

Call Out: Can reduce an enemy's attack rolls by 1d6. Effect lasts for three rounds of combat. Refreshes after six rounds of combat.
Linked Telemetry: Can allow Banner to completely re-roll one failed roll (players indicate what type of re-roll this would be applied to). Refreshes after nine rounds of combat. Banner must keep the new result.
Tactical Analysis: Will reveal additional details of enemy forces over time. Passive skill.
"Walkers"
Formations: 1 remaining
HP: Unknown
Rotary Cannon: Can strike 2d6 for up to 2 HP (exact figure unobserved). Additional traits unobserved.
Main Cannon: Heavy Weapon Strike. Success deals 2 HP.

"Tank Mobiles +"
Formations: None Remaining (more suspected to be inbound)
HP: 5-7 (Exact figure unknown), remaining formation has sustained 4 HP
Conventional Weaponry: Can strike 2d6 to inflict 1 HP.
Lesser Agility: May re-roll a successful enemy attack at 2d6, Threshold of at least 5-6).
Configuration-capable
Malfunction? - The machines are not fully ready, seem to suffer in transition from vehicle to mecha...exact consequences unknown.​
Disposable Rocket Tubes - Can strike at advantage (3d6), Inflicts 3 HP.​
 
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We seem to be doing well but they called reinforcements and we're down to 10 HP already I'm glad we also called in Valiant then as well we may just need him for this.
 
@Basarin
1. So the tank mobiles have no more rockets, correct?
2. If the Arm cannon is a free action, on round 3 why didn't Ichiro also do a normal attack (or well, 2 attacks due to being a notable character)?
 
And fixed. I meant to add more to that post, but the arrival of delivery food did admittedly distract the QM. The story writeup will follow sometime this week.
 
Ichiro, either we're getting you outfitted with a Dispersion Field or with Disposable Zirventium shields after this. If it's good enough for the RX-78 it's good enough for you.
 
Hmmm, I forget, was there any local forces that were being scrambled for resppnse?

At the rate Ichiro is going any Boss or Mid-boss class enemy is going to trounce him thanks to the accumulated Damage at this point.

Hmm, smash and grab so there shouldn't be many more grunts, then again Westphalia seems to love its human wave tactics.
 
Looks like it's time to close in on the walkers and take them out hand to hand, as their melee capabilities seem a little worse than their ranged.
 
I didn't expect half the mooks to go down so fast. Then again, I didn't expect them to have that much bite, either. Which is weird (of me), because in hindsight, isn't that exactly the kind of units that would be useful for raiding and hit-and-run?

Also, I wold just like to point out, Ichiro has a complex about the name "Bruce" and his first fight is against a squad of people all named Bruce.
That depends on if he finds out their names in the first place, but yes that is funny but also potentially a plot point as well so who knows.
You know what could happen? He could hear them (over the radio), talking to some Bruce, and think they're all talking to him.

"Oi, Bruce, what's with the weak-ass punch? Ya getting rusty before we even started?"

"I'm! Not! Bruce!"

"What you musta be is half-steam-train, with how loco you are. Right, Bruce?"
 
I didn't expect half the mooks to go down so fast. Then again, I didn't expect them to have that much bite, either.

I'll agree in that this fight didn't quite go the way I'd thought it would either. More useful information for fine tuning things later on, I suppose!

Then again, when Ichiro also rolled two criticals in the first three rounds alone (on top of the Tank-Mobiles crit failing their own heavy weapons strike), what can you do? *shrug*
 
Disposable Rocket Tubes - Can strike at advantage (3d6), Inflicts 3 HP.
Do heavy weapon strikes normally hit with advantage? The main cannons on the walkers are listed as heavy weapon strikes, but are only rolling 2d6. Also, the stat card of the tank mobiles says they should be using 3d6 with their disposable rockets, but all rocket rolls are 2d6.

Admittedly, I think the disposable rockets should be a 2d6, not 3d6, because why would these crappy prototype tanks have better heavy weapon strikes than we do, even if the launchers are disposable. Also because if the rockets had advantage then I bet Ichiro would end up being on more like 5 health.
 
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