Super Robot Quest

Not going to lie, a not inconsiderable amount of my exposure to Zakus is "Load sabot! Target Zaku, direct front!" ie A Feddie Story. Which is great, by the way.


...Wat. What? Votes are part of the system now wot da zog... Dese fings're weird...

[x] Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
[x] Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
[x] Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
 
[x] Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
[x] Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
[x] Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
 
[x] Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
[x] Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
[x] Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
 
[x] Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
[x] Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
[x] Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.

@Basarin random, but did you ever watch Gen:lock at all? Just started rereading quest to get back into it and can't help but compare earlier SCIENCE! to what is seen in show, that and the fact it involves giant mecha I think you would like it.
 
[x] Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
[x] Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
[x] Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
 
To be fair also, the DFRI has raised the bar a bit. The Union went from not having anything to having a viable super robot with more on the way, and the Westphalians were inspired to improve. You can expect more from the other factions as well.
One things that bugs me is the fact that Westphalia can somehowe match resources and industry of Union. I get that Union is like mythological Hydra(not Marvel one) where every head wants to do its own thing and maybe even get in way of other heads but still. Union is after all a World Goverment with all it implies so how come a bunch of guys that sounds like very fringe extremists manages to keep fighting a pretty much open war? Because Union sounds like mostly well working Goverment so there shouldnt be big enought rebellious movement to justify Westphalia existence for so long.

With Kausen its at least possible because their alien tech advantedge and focus on raiding for supplies. While Sheol from his interlude sounded like he founded some alien facility that let him make his kajiu and then Quantum Teleport them near targets as suicide attacks.
 
One things that bugs me is the fact that Westphalia can somehowe match resources and industry of Union
It's not that Westphalia can match the Union's resources, it's just that the Union has to spread it's resources over the entire Earth, while Westphalia commanders can concentrate their forces to have local superiority. Also, remember that Westphalia isn't a third world terrorism group with no backers, it's filled with people hardened in decades of proxy wars and probably funded by some of the Union's business magnates, who want things to go back to how they were.
 
One things that bugs me is the fact that Westphalia can somehowe match resources and industry of Union. I get that Union is like mythological Hydra(not Marvel one) where every head wants to do its own thing and maybe even get in way of other heads but still. Union is after all a World Goverment with all it implies so how come a bunch of guys that sounds like very fringe extremists manages to keep fighting a pretty much open war? Because Union sounds like mostly well working Goverment so there shouldnt be big enought rebellious movement to justify Westphalia existence for so long.

With Kausen its at least possible because their alien tech advantedge and focus on raiding for supplies. While Sheol from his interlude sounded like he founded some alien facility that let him make his kajiu and then Quantum Teleport them near targets as suicide attacks.
Its hinted a lot that Westphalia are burning a decades long stockpile of material, connections and other resources, and thus can outspend the world government in this area because they have preexisting expertise and material while the world government is spending on all the everything else, seeing as ultrahigh military spending makes little sense when you're a world government with no polities to wage war on.

Their resources would be overmatched shortly IF the world government opts to focus onto them. But that takes time and they're banking on doing enough damage or straight out seceding with prime resources before the government can nab them.
 
As common knowledge, the separatist movements seriously got going in the 2060s. It's just that like a lot of people, Westphalia mostly had no way to predict that one man's reaction to a separatist movement with more hardware and success than expected was to bankroll a giant robot with mad Science.

SCIENCE

Anyhoo. I've got a moment to reply to some before work...

It occurs to me that with the tendency to make our achievements mass-produced, the DFRI is on some level turning the military forces into a Real Robot organization in a mostly-Super Robot setting. This is, of course, still rather hairy for the Defense Forces, but it's vastly better than a conventional military would ever be in either genre.

We're mass-producing Zakos while the enemy makes Villians-of-The-Week. We also have the Ace-Custom variants.

It's almost similar to some of the SRW universe settings where the Federation (or whoever is standing in for them at the time) is at bare minimum able to mass produce new reals or supers to a limited extent. The Huckebein and Gespenst, and the Grungust come to mind.

Though if we're using the Zaku comparison, you're giving the Earth Union GMs while you're pushing the Gundam development as far as it's worth in-house.

Not going to lie, a not inconsiderable amount of my exposure to Zakus is "Load sabot! Target Zaku, direct front!" ie A Feddie Story. Which is great, by the way.

I've heard good things about it, I just haven't had a chance to read it. But those poor Type 61s just keep getting crapped on, even if by any standard they're very good tanks. (But for plot and merchandising reasons, unless you're Heavy Gear or Battle Tech, tanks overcoming giant robots doesn't sell well)

Minovsky Particles are hax.

...Wat. What? Votes are part of the system now wot da zog... Dese fings're weird...

The mekboyz left a message here...something about 'hit da red button ya grot.' Seems sensible to me.

This battle actually reminded me of episode in Origin of the Red Comet where the Zakus faced off against Guncannons. Despite being outnumbered the Zakus absolutely wrecked the Guncannons and Char himself brought down a whole dropship.

I still need to watch Origin. I just know I'm going to be slightly confused, since I know the timelines for certain events are somewhat swapped around from what they used to be.

Maybe we should piledriver it.
We must Suplex it. Piledrivers and Suplexs are always the correct answer.

That's a legacy I wasn't expecting to follow the quest around. :p
 
[x] Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
[x] Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
[x] Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
 
@Basarin this is more a lore question, but before the Union how much technological development and such was lost during conflict and how long did it take for world to start trying to produce new things again? I mainly ask since I'm watching vids of bionic arms and brain implants that allow movement of artificial limbs that are getting better every day alongside more developed robotics, to name just a few of cool stuff people are working on now in RL that should be much more advanced and common in modern time.

I imagine lots of nuclear conflict and reconstruction afterward put pause on lots of developing tech.
 
@Massgamer,

What did develop ended up developing rather haphazardly due to the demands that were required at the time. First during the wars were weapons technologies, then came the need for reconstruction and decontamination, then a need for more sustainable and cleaner energies. Technological development is still ongoing in all fields, but what gets full support is a little uneven.

In short, the Union is about as unwieldy as you might expect a really young and new form of government type to be. Their heart's in the right place, but it's also rather inefficient in lots of small places. But as the DFRI proves, if enough people in the Union are really interested in getting something done, they have the talent and resources to get that one thing done really well.

On this note, I'll keep voting up till tomorrow or so (barring the usual workplace shenanigans).
 
Closing vote. I'll work the dice rolls later tonight.

Also I need to learn how to use this auto vote system properly. It goes back too far for some reason.
 
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In a way, this is a Second Generation fight (read: people who joined the DFRI after the original cast), what with the Director's Son Mecha Shinji Ichirou being the centerpiece of the fight.
How apt.

*waits warmly for the dice to fall*


EDIT:

Post-battle, giving Ichirou a familiar scene would be fitting...

[Ichirou wakes up lying down in a warehouse, after he defeated the Brute]
Ichirou: "Huh, that's an unfamiliar ceiling."
 
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Battling the Brute! - Rounds 4-6 Rolls
The QM clearly can't read his own notes. Call Out wasn't supposed to refresh until Round Eight, but I typed in Round Five. I'll give you this one, but the next full refresh stands!

Ichiro to take down the Walkers and Tank Mobiles first, but save the Arm Cannon to use against "The Brute" when possible. Use Shard Kits at Ichiro's discretion.
Anna saves Call out to use against "The Brute", saves Linked Telemetry for whatever appears to be The Brute's strongest attack.
Steeds focus on lesser enemies (Walkers first, then tank-mobiles). Use Flares when the reinforcing Tank mobiles use their disposable rocket launchers. Once Tank Mobile's Disposable Rockets are used up, use Flares on the Brute whenever it is not affected by Anna's Call out.
DFRI: Rolls

Walkers are desperately backing off, firing their rotary cannons at Ichiro.
Rolls: 5+2!
The deadly purpose of the rotary cannons becomes more apparent as the firing rate accelerates. Inflicts 1 HP! Rolls for increasing damage at Disadvantage (1d6)!
Rolls: 2!
The rest of the ground around Ichiro is torn to shreds, but Ichiro is unharmed otherwise.

Ichiro charges in, wanting to hoard his options until the Brute arrives. He charges at the Walkers.
Rolls: 1+4.
Misses, but applies Notable to try again.
Rolls: 6+3!
Hits! Ichiro lands a solid hit on the Walkers, dealing 1+1 HP.

The Steeds zoom into the opening provided by Ichiro. Death by three cuts! (The 997 others can come later) Striking at Disadvantage (1d6):
Rolls: 6! 5! 5!
The Intelligence pilots are frighteningly competent so far. All three Strikes connect; the Walkers are torn apart and are out of the combat.

For destroying the Walkers before reinforcements can arrive, Union forces have a chance to wrest the initiative back. Will succeed on 4-6.
Rolls: 4!
Success; Ichiro and the Steeds have a chance to ready themselves. They now go first in the turn order.

Enter the Brute. Reinforcements have arrived a touch too late - but the battle continues. The Super-Heavy Walker, "The Brute," has arrived, escorted by 2x Tank-Mobile+ squads (in vehicle mode).

Ichiro: The big monster will be less scary without the helpers. Go after the rip-offs! Striking first Tank-Mobile+ squad!
Rolls: 4+1.
Misses. Notable applies, striking again.
Rolls: 1+5.
Hits; successfully smashes into the squad.

The Tank-Mobile+ attempt to swerve out of the way with Lesser Agility:
Rolls: 6+2.
They successfully dodge; no damage taken.

Steeds decide to keep the Tank-Mobile+ targeted by Ichiro off-balance. It's a regular old dirty rally as they surround and slam into the Westphalian vehicles.
Rolls: 5, 2, 3.
They land one hit; Tank-Mobile+ rolls Limited Agility with Diminishing Returns (must roll 6 to succeed).
Rolls: 4+1.
Fails; they sustain 1 HP of damage.

Anna uses Call Out on the Brute immediately! "Let's not risk anything with big and stompy over there..." Reduces the Brute's attack rolls by d6 for the next Three Rounds (wears off at Round Eight).

The Tank-Mobiles aren't going to just take this. They slam back into the Steeds.
Rolls: 3+5!
Success; the Steeds attempt to dodge via Super Agility.
Rolls: 4+2!
No success at all - the Steeds prove their combat agility with grace.

The second Tank-Mobile squad charge after Ichiro.
Rolls: 6+2!
Hits! Inflicts 1 HP on Ichiro.

The Brute has already identified Ichiro as the biggest threat. It stomps after him, launching a Rocket Claw!
Rolls: 6+3! (Yes, with Call Out in play)
It smashes into Ichiro, slamming him to the ground for 2 HP! Rolls again at Disadvantage (1d6) for follow up!
Rolls: 2!
The Rocket Claw flings Ichiro towards debris, but he manages to make the landing instead.

Ichiro wants and needs to get the helpers out of the way. Smashes into the same Tank-Mobiles again!
Rolls: 5+6!
Very good hit! Tank-Mobiles attempt to use Limited Agility.
Rolls: 4+3!
They fail, sustain 1+1 HP. Ichiro applies Notable to go again!
Rolls: 1+5!
It's a really, really bad day to be that Tank-Mobile Squad. They attempt to dodge again, this time with Diminishing Returns.
Rolls: 1+2.
They suffer another 1+1 HP.

The Steeds swoop in for the kill, splitting their Strikes if possible.
Rolling: 2, 1, 3.
Somehow, the Tank-Mobiles are hanging on for dear life-

INTERRUPT

In dynamic fashion, Valiant arrives! Boomerang Arm bounces off of Tank-Mobile at Disadvantage (d6)!
Rolls: 6!
Inflicts 1 HP - Tank-Mobiles go down! Boomerang's course bounces it to the next!
Rolls: 4!
Does not appreciatively deal that much damage unfortunately. But it still has one final enemy to bounce off of!
Rolls: 6!
This would deal damage, but Brute trait revealed: Scrap Armor (Reduces damage by 1 HP)!

Erika Drake has arrived on the scene, and Valiant's limbs reattach themselves, ready to fight!

The Tank-Mobiles recognize Valiant on sight - and panic. Rolling for configuration Malfunction.
Rolls: 5!
As per previous rounds' logic (which will be changed for future), there are malfunctions! Loses d6 in next roll.

Despite the complications, they attempt to fire on Valiant with the rockets!
Rolls: 1+2.
Not even close. The rockets go wildly off course.

Brute is, admittedly, also fixated on Valiant, at least for the moment. Fires Rocket Pods!
Rolls: 6+1!
Hits! Valiant rolls for Agile:
Rolls: 5+4!
Easy dodge. Brute fires second half of salvo!
Rolls: 6+5!
Hit! Valiant rolls againwith Diminishing Return for Agile (must roll 5).
Rolls: 5+2!
Succeeds! Still dodges.

Erika Drake and the Valiant arrive as full combatants! Stats are listed below.

Ichiro uses the next charge of Shards, bringing HP back to 12/16. One charge remains.

No reinforcements are inbound - the Brute and one squad

SAI-01 Ichiro Banner
Centurion-chassis
Assigned to: SAI-01 Ichiro Banner
HP: 12/16

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 - Available.
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.
Shard Kit: Consumable. Restores +3HP per use as a Free Action. One Charge remaining.
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 Strike twice 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.

Valiant
Piloted by Erika Drake
HP: 12 (4/4 Limb 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 and then 6 for subsequent rolls that round.​
Dynim-powered Limbs:
- Valiant's limbs will take damage first. If limbs are destroyed, Valiant loses currently assigned weapon and cannot attack; must replace limbs as a full Action before attacking again.​
Equipment:
- Can equip different limbs and weapons mid-battle. Can have two equipped at any time. Replacing Limbs takes a Full Action.​
- Blade:​
- Enables Strike. Notable bonus applies.​
- Enables 'Parry'​
- Flak Cannon: Heavy Weapons Strike. Rolls at Advantage (3d6) to inflict 2 HP. Does not refresh - must spend an Action to reload.​
- Shield: Reduces 1 HP of incoming damage. Can absorb 5 HP of damage before failing.​
- Boomerang Limbs: May sacrifice 2 HP from Limbs to attack up to three separate groups for 1 HP each. On a successful roll (Threshold of 4-6 at 2d6), the limbs and HP return. A failed roll allows the attack, but you lose the HP.​



Erika Drake

Actions per Turn:
- 1
Notable Character:
- Can Strike twice per turn at 2d6 for 1 HP each. Counts as a single Action.​
Excellent Help:
- Can call on Patrick to ready extra limbs on a moment's notice. The next limb replacement takes no Action. Refreshes after Nine Rounds.​
Aspiring Swordswoman:
- When Blade is equipped, can use 'Parry'​
- Parry:
- Once per turn, you may attempt to Parry an incoming attack at Disadvantage (1d6). A success at 4-6 will negate damage.​

CR-04 Steed-class (Intelligence Team)
Actions: 1
Strikes:
- Counts as One Action. 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. If available, can launch as a Defensive Action off-round (but gives up Action for upcoming round).​
- Guarantees the targeted enemy will dedicate next attack or Action towards the Steed.​
- Can be used once every three combat turns.​
Super Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6. Diminishing Returns do not apply.
Support: Has no HP value. However, if Super Agile roll is failed, Steeds withdraw for two Combat Rounds before returning.

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 - refreshes at Round Eleven.
Linked Telemetry: Can allow Banner to completely re-roll one failed roll (players indicate what type of re-roll this would be applied to). Can also force a re-roll Off-Round of an enemy roll. 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: None remaining
HP: 5-6
Rotary Cannon:
- Can strike 2d6 for 1-2 HP (exact figure unobserved). Additional traits unobserved.​
Main Cannon:
- Heavy Weapon Strike. Success deals 2 HP.​

"Tank Mobiles +"
Formations: One Remaining
HP: 5-7 (Exact figure unknown)
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.​

"The Brute"
Rocket Claw:
- Strikes at Advantage (3d6) for 2 HP. Immediately follow up at Disadvantage (1d6) to inflict 1 HP more.​
Rocket Pods:
- Heavy Weapons Strike. Fires two salvos at 2d6 each, can inflict 2 HP per success.​
Scrap Armor:
- Reduce incoming damage by 1 HP. Limits unknown.​
Further Capabilities not yet observed.

Phew. This took awhile, and then formatting got the better of me. Hope I didn't miss anything...

...I probably missed something. I'm sure I'll learn of it in the morning.
 
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Good to see help has arrived now we can press the assault and beat them back!

Though now I can't help but wonder what MSS will ask for in return for this? I currently hope it's not any of our Tech that's classified and only for Union use right now and I doubt they'll ask what we're doing here as well since Intel won't tell them that since again that's classified so the most likely thing they'll is back up in a future fight.
 
So did the Steeds not use flares because the rockets didn't hit? That's good, I assumed they would be used regardless, but this way they still have the Flares available.

1. When will Linked telemetry be available again?
2. if the Brute fires it's rocket pods and the Steeds use flares, will both salvoes be rerolled or will only any successes be rerolled?
 
Man, Protagonist Power being a Notable character really helped Ichiro with his attacks there.
The first strike might miss, but if anything, he is a very fast learner.
I'm aware that he's an AI, yes.
 
So did the Steeds not use flares because the rockets didn't hit? That's good, I assumed they would be used regardless, but this way they still have the Flares available.

1. When will Linked telemetry be available again?
2. if the Brute fires it's rocket pods and the Steeds use flares, will both salvoes be rerolled or will only any successes be rerolled?

Linked Telemetry is up. Call Out won't be available for awhile yet - I put the refresh time in its description for the dice roll post.

So I determine the Flares' use as defensive, so it will trigger if something sufficiently big (I.e., 3+ HP worth of damage). That comes with sacrificing an Action for the next turn, but most attacks like that also come with some pretty serious cool down.

@Basarin I think the only thing you missed is changing Banner's HP from 9 to 12 in the DFRI Combatants tab.

Fixed. Thanks!

Man, Protagonist Power being a Notable character really helped Ichiro with his attacks there.
The first strike might miss, but if anything, he is a very fast learner.
I'm aware that he's an AI, yes.

He's a self-learning AI, yes. >_> But yes, being a named character has perks.

I may give another rank of that down the to 'Protagonist' or something along those lines.
 
- Shield: Reduces 1 HP of incoming damage. Can absorb 5 HP of damage before failing.

I want this for Ichiro. His lack of a Damage Soak/Dodge ability is really starting to show. Access to a healing item really helps mitigate things, but for someone who's supposed to be Tanky, he feels rather squishy.
 
- Shield: Reduces 1 HP of incoming damage. Can absorb 5 HP of damage before failing.

I want this for Ichiro. His lack of a Damage Soak/Dodge ability is really starting to show. Access to a healing item really helps mitigate things, but for someone who's supposed to be Tanky, he feels rather squishy.

There will be options to beef him up on that front in between battles.
 
we used it round 3 though.

Also,
1. For the next rounds, can we tell Ichiro to use rage and attack the Brute at the same time as the Steeds use flares on the Brute?
2. Will we have any control over the Valiant?

I'll review that when I have time. If I flubbed it, then I'll give that to you. Thanks for pointing it out!

And you can recommend that Ichiro uses Rage while instructing the Steeds to specifically reserve the Flares to cover for him. Just note that he'll take double damage from all attacks that you know of, and from what else the Brute has that it hasn't shown off yet.
 
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