Super Robot Quest

TBH, the timing is such that I think the Beowulf is ready for it's Version Up as part of the repair and refit. The Foxhound needs to have its armaments brought up to standard if it's going to be a viable weapons platform, and we need to integrate the mods needed for the Triple Combination Super Mode.
 
Wow three turns of repair work jeez that's a lot also a month of us having to hold Bandit ok fair enough then we can transfer him over to the Legion.
...That could be BAD depending on if Scrapheap brings in serious aid on the rescue mission. I can see it now-
Lots of Free Brothers coming to attack, if for no other reason then because losing Bandit means losing another full-fledged Kaus that they will need...And the Mighty Beowulf, down for the count, due to the need for Repairs...
Time for some other heroes on the roster to step up and save the day!
 
...That could be BAD depending on if Scrapheap brings in serious aid on the rescue mission. I can see it now-
Lots of Free Brothers coming to attack, if for no other reason then because losing Bandit means losing another full-fledged Kaus that they will need...And the Mighty Beowulf, down for the count, due to the need for Repairs...
Time for some other heroes on the roster to step up and save the day!
One problem with this scenario the Free Brothers don't know where our base is we've done a very good job at keeping it hidden from well all of our enemies so far.

Though the above would be in character for a Super Robot show.
 
Shame we couldn't get the gravity glider, but with any luck, the heat knife and blaster tech should be a boon for weapons development; maybe we can get a blazing sword as well as a thunder blade?

Now that the Beowulf is getting a break, I'm looking forward to the other bots getting a taste of the action, including Tellison and his combining AI partners, the Incredible Ichiro, and Space Valkyrie Satsuma.

I'll get this chapter troped up soon!
 
You'll have an option to analyze Bandit himself and anything else you didn't outright loot.

Time willing I'll have a turn post up tomorrow.
Hey so how much would it cost to repair Bandit to full ability for the Free Brothers?
Could we get in on eventual interrogation of Bandit?
Will we get a Free Brothers reaction?
What will Scrapheap do now?
 
The impact was like a meteorite slamming into the Earth. A pillar of flame, what felt like a momentary volcanic geyser, wracked the ground, and forced back even the Phalanxes as they braced against the shockwave. The glider, momentarily buffeted by the rush of hot air, locked onto its secondary target, and latched onto Scrapheap before anyone could do anything about it. As the fires finally died out, and the Inferno Mode ran its course, all anyone could see was a battered and bruised Timberwolf, standing atop a very flattened, but still functional, Bandit.
The worlds is so anime and i love it
 
Turn Eight, Year Three - Take a Breather
1050, 2 August A.D. 2072
Campus Grounds


"How'd it go?"

"Ow."

"That good, huh?"

Richard nodded as he sat at one of the benches outside, idly munching on a sandwich he'd snagged from the caferteria. He'd been ordered on light duties for the next few months - not that he could do much, considering that the poor old Beowulf was not going anywhere for awhile. "I got hit by a hit squad specifically looking for me and a Kaus with a grudge, you got hit with a surprise super heavy walker with a big eff-all gun. Guess we both got our punch in the face."

"Yep." Ichiro was sat down in the space next to the bench - it said a lot about the DFRI that a giant robot consuming an Energy Shard while sitting next to a pilot having his own lunch didn't raise eyebrows at all. "Least I'm all fixed up from that, took me a little bit. Your ride's down for a lot longer, huh?"

"Yeah. But hey, maybe a break isn't so bad."

Both sat in companionable silence for a few moments - all before a resounding crash echoing from the Proving Grounds shattered said peace.

"Ah. Charlie?"

"Maybe Tellison actually."

"Wanna go heckle them?"

"Sure."



OOC: The Defense Force options focuses on a few key items:

- Pilot Training - Exactly as it sounds. There will be options to increase and/or refine the capabilities of your pilots.

- Super Robot Deployments - Also exactly as it sounds. Every so often there will be an opportunity that materializes, and your teams will have the opportunity to get involved. There will be a mini-turn after the main turn's decisions and rolls have completed, giving you a broader picture of what's going on - and if any Situations need to be prepared for the next turn.

- Defense Force Network Monitoring - More or less how you determine if something requires your Super Robots' attention or not. The Reaction Force will give you updates as to what is going on in your immediate area, but this will be elaborated on later.

- Liaisons with Defense Force officials/other Super Robot teams
- Narratively, it's always a good idea to stay on friendly terms with your peers. And doing so may unlock new opportunities moving forward...

Haruko Sasaki
- If placed in Pilot Training, you may re-roll a failed roll.
- If placed in Liaison, gain 1d6 to your roll.
Diana
- Wherever she is slotted, reduce the Threshold by 1.
- LOCKED - Diana is already committed to Pilot Training
Adriana
- If placed in Reaction Force Monitoring, gain chance (at Disadvantage for 1d6) to uncover additional details, regardless of success or failure.

Reaction Force Monitoring
Free Action (does not Require Advisor)
Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
Notes: You are already tapped into the Defense Force Network, so you are always at least passively aware of what's going on in the wider Earth Union. If you leave well enough alone, you may have a chance of something crossing your desk and giving you the option to intervene. If you are actively looking, you are more likely to discover activities of enemy Action, unlocking new opportunities to investigate and pursue.

The results and new options, if any materialize, will be available for selection next turn.
[] Reaction Force: Passive Monitoring - Requires No Advisors
[] Reaction Force: Active Monitoring - (Which Advisor?)

[] Something In The Waters
- [] Which Advisor?

- Adriana spotted something last month where it shouldn't be. Submarines still exist, but only on the Defense Force roster, and she already tracked down their manifests. What's going on down there? She's eager to find out.
- Adriana: Detectives away!
- Chance of Success - Roll of 2d6, Threshold Unknown
- Duration - 1-2 Turns

Super Robot Deployments
Free Action (does not Require Advisor)
Requires available Super Robot and Pilot(s)
Requires available transportation (unless specified)
Notes: These will show the hotspots you have identified already that could warrant the attention of the Super Robot teams. These range in severity from something simple (for your teams) to handle, to something that is seen as more catastrophic requiring your attention (such as, say, a Kaiju stomping around downtown).

At the moment, you only have one option available. But it's one that's been hinted at for quite some time!

Richard Callaghan/Beowulf
- LOCKED, Requires Three Turns to recover
SAI-01 Ichiro Banner
Tellison, Zhang/Perseus
- LOCKED, Committed to Training


None At This Time

Pilot Training
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Two Turns
Can Assign: Sasaki, Diana, Adriana, Katarina
Notes: Exactly as it sounds - whoever is overseeing this particular assignment will be making use of the Proving Grounds and any other particular blend of 'fun' they can come up with. The thresholds for success and the rewards will vary - these can include new abilities, refining existing ones, or an increase in Actions per Round or even team-up attacks for example. One Advisor is required - but you can then place in as many pilots/teams as you wish.

As for the threshold for each team and pilot, you won't quite know until you develop a baseline for them (i.e., putting them through the training initially). As a rule of thumb, new and inexperienced pilots are relatively easier to help improve, while the more experienced ones have somewhat diminishing returns. Experience roughly corresponds to Green, Inexperienced, Experienced, Veteran, Ace. The less experienced they are, the easier it is for them to learn and gain bonuses - but said bonuses will be quite modest. The higher in experience they are, the harder it is for old dogs to learn new tricks - but if they succeed, the results will speak for themselves.

A pilot or team can be pulled from training for combat - however, it will delay the duration by one turn.

Experience is gained from
[] Pilot Training: Richard Callaghan/Beowulf (Which Advisor?)
- Experienced, Threshold of 5-6

- LOCKED, Requires Three Turns to recover
[] Pilot Training: SAI-01 Ichiro Banner
[ONGOING] Pilot Training: Jessica Satsuma/Valkyrie
- [ONGOING] (Diana already Committed)

- Inexperienced, Threshold of 4-6
[ONGOING] Pilot Training: Tellison, Zhang/Perseus
- [ONGOING] (Diana already Committed)

- Inexperienced, Threshold of 4-6
[ONGOING] Pilot Training: Charlie, Frankie, Iris
- [ONGOING] (Diana already Committed)

- Green, Threshold of 3-6

Liaison Duties
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: This mostly applies to other elements in the Defense Forces, the other Super Robot Teams and the Legion. Failing these rolls does not necessarily reflect worsening relations, but just mostly that whatever you were setting out to do didn't produce the results you were aiming for (such as cooperating to track down a particular target). Each Liaison also has their own agenda in particular, and depending on if you're successful in fostering cooperation with them, different targets of opportunities for the Super Robots will appear for follow on deployments.

Each Liaison will have a Baseline Threshold. In a vacuum, and if no other factors are in play, this is what you would require to succeed to cooperate with them. However, other factors (busy with their own agenda, recent events influencing positive or negative behavior towards you, etc) will modify the Threshold as well. For this turn, no other factors are in play just yet (with one well known exception). Expect that to change soon.

[] Liaison: General Li/GDF
- [] Which Advisor?

- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- You're not exactly close with the Ground Defense Force general, but there is no doubt that General Li greatly appreciated being the first to field the Centurions. It could be worth your while to follow up and see how they're doing, or if there's anything else that needs doing.

[] Liaison: Colonel Kim/FRC
- [] Which Advisor?

- Relations: Friendly
- Baseline Threshold: Simple (4-6)
- The Jackals have by now become ubiquitous across the North American District, and more are being seen being produced and fielded elsewhere. Colonel Kim's enthusiastic endorsement of the frames were partially responsible for that - it could be worthwhile to check in, and see if he's uncovered anything that you can use.

[] Liaison: Colonel Bernard/MEF
- [] Which Advisor?

- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- Awkward first meetings over San Diego and the Falcon aside, you and the Marine Expeditionary Forces officer get on just fine. Ahead of his forces getting ready to field the production models of Seekers, it may be a good idea to check in with him.

[] Liaison: Dr. Yukimura/Yukimura Institute
- [] Which Advisor?

- Relations: Friendly
- Baseline Threshold: Moderate (5-6)
- After showing that you are capable of fighting against the Kaiju, that has apparently increased Dr. Yukimura's opinion of you. But you're not entirely sure if he realizes that Jiro is working for you just yet...maybe that's something you need to clear up with him before any misunderstandings cascade into something catastrophic.

[] Liaison: Mander/MSS
- [] Which Advisor?

- Relations: Neutral, leaning towards Friendly
- Baseline Threshold: Moderate (5-6)
- Note: You owe them a favor (Deployment #3)
- You owe Mander a favor. They have a mostly positive attitude towards you, but aside from the one engagement at France and Sasaki's overtures from last month, you haven't had much interaction. You could try arranging another visit.

[] Liaison: Galbinus-R/Legio Galbinus
- [] Which Advisor?
- Relations: Warm, Allies
- Baseline Threshold: Simple (4-6)
- The DFRI and the Legion get on like a house on fire. After saving Cavalier, building the Enclave and helping them with Variable Configuration, you are as close as can be with Galbinus and his crew. Why not check in with your friends from the stars and see what else needs doing?



OOC: Engineering is both the same and a little different from before. Some notes to consider for you all:

- Engineering's short term focuses revolve around upgrades for the existing Super Robots. For example, Ichiro has just returned from combat somewhat battered, and he will need at least one turn of downtime to be back up to fighting trim. Once he's fully repaired, you can then look to give him some permanent upgrades.

- Practical Application of the new technologies you have researched remain a classic option. When the Science Department unlocks the secrets of a new technology, it still falls to Engineering to find a practical use for it (see: K-Scale). As always, this is a matter of time (turns) and successes (rolls). This covers prototyping new designs (or variations of existing ones) and effectively building the new Super Robots via this action, or new weapon or equipment designs.

- Super AI Development is still an option, but this usually remains a very long-term project (such as it was with the AI Sisters and Delphi). They are either base support Advisers, or Super Robot AI - either way, this results in a new character (hence the care taken in developing them).

- Item Construction is a new option for you all. In a vein similar to the one-shot Zirvitium knuckle dusters and the Shard Kit, you can dedicate a few turns to constructing a ready-made arsenal and toolkit set for your Super Robots deploying to battle.

- As always, the most recent list of everything you have researched thus far is referred to on
this page.

Wilde and Henry
- If assigned to Practical Applications, gain 1d6 to rolls.
- If assigned to Construct Super Robot, reduce Duration by One Turn.
Lana
- If assigned to Refit Super Robot, roll 2d6 (Threshold of 5-6). On success, reduce the Duration by One Turn.
- Lana may offer a re-roll to any failed Engineering roll. Only applies once per turn.
Jiro Yukimura
- If assigned to Practical Applications (and Design Super Robot or Design Support), gain 1d6 per roll.
- Critical Success is now 4-6 (applicable depending on Success Threshold). Applies ONLY to Jiro's assigned Action.
Boris Ignatov
- Threshold for success on AI or Kaus Actions is reduced by One.
- LOCKED - Committed to Funnels

Refit Super Robot
Requires Advisor
Duration: One Turn minimum (more extensive upgrades may increase Duration)
Notes: Exactly as it sounds, this will provide upgrades from your existing technology and equipment to a given Super Robot. For 'minor' upgrades such as ZIrvitium Plating or Anti-Gravity Solution, this would only take one turn. However, fitting a Super Robot with more internal upgrades such as K-Circuits or outfitting it to enable the Psychic Theater will take longer. Refitting the unit for Combination would take even longer, and so forth.

Fitting a Super Robot with new weapons, unless specified, is generally a simple process that does not require extensive refits.

Note: You can choose to Upgrade a Super Robot even if it is currently undergoing repairs. The upgrades will finish alongside repair completion.

[] Refit Super Robot
- [] Which Super Robot?
- [] Which Upgrades?
- [] Which Advisor?

Practical Applications
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies (Two Turn Minimum)
Notes: Once a new design concept is fresh off of the researchers' plates, it is up to Engineering to figure out a practical way to manufacture something useful out of it. This also folds in the original 'Experimental' suite of actions, so I decided to fold these all into the same group. This can cover everything from designing and prototyping new Super Robot/Support designs, to new weapons with existing technologies (Dispersion, Zirvitium, etc.).

[] Design Super Robot Core Unit
- [] What is the Design Concept?
- [] Which Advisor?

- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+

[] Construct Super Robot Support Unit(s)
- [] What is the Design Concept?
- [] Which Advisor?

- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+

[] Design New Equipment (Weapon)
- [] What is the Design Concept?
- [] Which Advisor?

- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+

[] Triple Combination - Prototyping
- [] Which Advisor(s)?

- Jiro, Wilde and Henry haven't solved Triple Combining just yet. But they've identified some problems that would get in the way, which is just as good when it comes to Engineering. It's something of a miracle bridged by K-Class Materials that the Beowulf is able to combine with two wildly different vehicles with two different power sources. Combining all three and expecting the same result is madness - so they're proposing we at least try to solve the power source and engine problem while they try to dry-fit the combining frames together. K-Class's already broken lots of previously understood rules - what's one or five more?
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: 4 Turns

[ONGOING] Funnels
- [ONGOING] Boris Ignatov
- Remote controlled drones has become Ignatov's recent pet project. He has absolutely no idea if it will work or not - there are plenty of things that need to work just right, and a good chunk of them are complete unknowns (the control mechanism via the MMI and latent psychic powers, for one). Nevertheless, he's eager to give this an honest try with the resources remaining for this project.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: One Turn Remaining

Equipment Fabrication
Requires Advisor
Duration: One to Two Turns (Varies)
Notes: This does not cover weapons or the solid heavy equipment. This specifically covers the one-shot use items such as Ichiro's Knuckle Dusters and the Shard Kit, useful items that the Super Robots may need to level the fight in their favor. These are relatively quick to fabricate, but it is always worthwhile to have a ready made stock.

[] Equipment Fabrication
- [] Which Item?
- [] Which Advisor?

- "If you ever need to know what you can order us to make, boss, just refer here. This is an ongoing thing, but depending on what else the crazies at the research department can come up with, we'll have more options available to us."

Super AI Development
Requires Advisor
Chance of Success (Roll 2d6, Threshold Varies)
Duration: Four Turns Minimum (Varies)
Notes: If you want to develop a new Base or Super Robot AI, this is the option to do so in. As you've witnessed before, developing an AI is not an easy or short process - you will need to have in mind what you want them to do before you start.
[] Base AI Development
- [] What do you want the Advisor to do?
- [] Which Advisor?

- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Four Turns+

[] Super Robot AI Development
- [] What do you want the pilot to be?
- [] Which Advisor?

- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: Four Turns+

- Though Ignatov assures you that he and his team can oversee the development of new AI, he won't be able to give you more specifics on time and chances of success until some rough parameters and expectations are given. As you currently are well enough staffed in pilots and Base AI personalities, this is not a pressing matter at the moment. It's still good to know you have this available as an option though.

Enemy Wreckage Analysis
Requires Advisor
Chance of Success (Roll 2d6, Threshold of 5-6)
Duration: One Turn
Notes: You have quite the wealth of equipment to look over. The Beast's megagun (Wilde's term seems to have stuck, to Henry's chagrin), Bandit's new Blaster and Heat Knife, and the wreckage of the Drones. You can examine one of your choice for each advisor you commit to this.
[] Enemy Wreckage Analysis
- [] Which Advisor?

- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: One Turn



SCIENCE.

That said, not much has changed on these options. They are still broken down between specific new projects, and the broader categories of ESP Theory, Kaiju Biotechnology, Xeno Technology, and any remaining gifts of the Regent left on the docket.

SAM CARLSON
- If assigned to ESP Theory or Kaiju Biotechnology, reduce the Threshold for Success by 1.
- LOCKED - Committed to K-Fang
Max Brand
- If assigned to Xeno Technology, you may add 1d6.
- LOCKED - Committed to Special Action - A Helping Hand
Ivanna
- You may re-roll any failed Science roll once per turn.
- LOCKED - Committed to K-Scale Refinement
Zulu
- If assigned to Xeno Technology, you may add +2 to the value of the lowest rolled d6.
- LOCKED - Committed to Kausen Weaponry

ESP Theory
Requires Advisor
Chance for Success (roll 2d6, Threshold Varies)
Duration: Varies
Notes: You've pushed ESP Theory pretty far, and Sam can be reliably marked as the top expert (and probably the only expert) in the field. The Man-Machine Interface, the Psychic Theater, and the initial forays into altering K-Class Materials - all are still viable options to pursue as well. Your options will vary, but write in what angle you want to pursue, and the rolls will tell what that develops into.
[] Refine Psychic Theater Principle
- [] Which Advisor?
- [] Write In what you want to pursue

- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
[] Explore K-Class Psychic Augmentation
- [] Which Advisor?
- [] Write In what you want to pursue

- Chance for Success (roll 2d6, Threshold of 6)
- "And those stuffed shirts thought nothing would ever come out of ESP Theory. Heh. Well who's laughing now? Me, that's who. And Callaghan. And the boss. And-look, everyone's laughing at the success, so let's do some more of it. The Psychic Theater's a done deal, but it's barely been tested by the first pilots - we can do some more tests while they're at it and see if there was something we missed. Meanwhile, using ESP to make minute changes to K-Class is also on the table - you're not exactly going to be making gold from lead, but we can take a K-Scaled fist and turn it into an even tougher K-Scaled fist. Progress!"

Kaiju Biotechnology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies
Notes: Like ESP Theory, Kaiju Biotechnology (and the resulting K-Class Materials) form the bedrock of your 'super science' powering the Super Robots. You currently have a project that is already on-going, but you can reassign personnel this one time (as this is the first turn of the reboot).
[] K-Fang Development
- [] Which Advisor?

- Chance for Success (Roll 2d6+1d6 (Carryover from previous turns), Threshold of 4-6)
- Duration: Two Turns Remaining (Carryover from previous turns)
- "Sam Carlson here. Work is ongoing on what we're calling the K-Fang class of materials from Sample One. Initial work is promising, but right now the focus is on the one question that is guaranteed to solve our current problems: how do we make an even better stabbing implement out of it?"

[ONGOING] K-Scale Refinement
- [ONGOING] Ivanna

- Chance for Success (roll 2d6, Threshold of 4-6)
- Duration: One Turns
- "On the one hand, K-Scale is so useful to us! On the other hand...ew..."

[ONGOING] K-Fang Development
- [ONGOING] Sam

- Chance for Success (roll 3d6, Thresholdof 4-6)
- Duration: One Turn Remaining

Xeno Technology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: Xeno Technology is a catchall phrase describing all the technology coming from the Kausen and the Regent (C-Crystals are very much counting as Xeno Technology for the purposes of the system). You are only scratching the surface of what both fields have to offer, but Max and Zulu are there to unlock the rest of what these new fields hold.
[ONGOING] Kausen Weaponry
- [ONGOING] Zulu

- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: One Turns
- "Additional equipment from unit designee: Bandit? Intriguing. More tests required. Must complete this, considered baseline for further experimentation."
- [OPTIONAL] Examination: Bandit's equipment will keep. You have the option to delay Zulu's in-depth examination of Bandit's old equipment in favor of examining, well, his old boss's squashed form. Will delay this project by One Turn, same Chances for Success apply.

[] Kausen Equipment
- [] Which Advisor?
- [] Write In what you want to pursue

- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
- Anti-Gravity. Zirvitium Alloys. The Dispersion Field. Shard Technology. These are all new revolutionary things for humanity, but are at best ho-hum for the Kausen (with exception to the Dispersion Field, which they regard as finnicky at best). You aren't going to outdo them in their own technological fields anytime soon, but Max is confident that you can put your own spin on the technologies and see if you can't surprise the Free Brothers. Preferrably with a punch to the face. Repeatedly.

[] Gifts of the Regent (Empathic Booster)
- [] Which Advisor?
- [] Write In what you want to pursue

- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Three Turns
- Physical power boosted / augmented by the power of emotions? That does sound like something straight out of a shonen anime or manga, but this is the world you live in at the moment. As it is one of the other pieces of technology you bargained with the Regent for, it may be worthwhile to investigate it further, and see if there's some way you can actually put this thing to good use.

[] C-Crystals
- [] Which Advisor?
- [] Write In what you want to pursue

- Chance for Success (roll at Disadvantage, 1d6, Threshold of 4-6)
- Duration: Two Turns
- The C-Crystal Generator is finished, and the "Master" crystal is safely ensconced in the deepest parts of the Command Center. You can leave well enough alone, but aside from Satsuma's integration wtih the C-Crystal, it may be worthwhile to conduct some additional tests, in case there's something the Regent didn't mention or if there were side effects even it wasn't aware of. Though you have been able to make the generator and it is now fabricating C-Crystals with no difficulties, there's still too much about it you do not know about it, even beyond the 'must be this heroic to use' clause.



As before, you will occasionally get a project that does not quite fit into the three categories. But as a bonus, it also means that any Advisor category can take a shot at this.

In addition, Katarina retains her original bonus - she can help out anywhere.

Katarina
- Katarina can add 1d6 to any roll across all categories. Can only do this once per turn.

[ONGOING]Super Carrier Sergey Gorshkov
Does NOT require an Advisor
Chance of Success (?) (Roll 2d6, Threshold of 5-6)
Duration: One Turns Remaining
Notes: This is another carryover from the previous turns. This will carry on regardless of what you do - however, you may get a bonus for modifying your own drop ship further down the line if you invest more into it. Either way, hilarity is guarantee to ensue.

[ONGOING] A Helping Hand - Ground Pound
[ONGOING] Max
Chance of Success (Roll 2d6, Threshold of 6)
Duration: Two Turns Remaining
If Sam Carlson or Max Brand are assigned to this, add 2d6
You did promise Major Jenkins to look into a unique power source for her Super Robot Project. Her engineers are more than up to the task (explosively even), but it's all a moot point if there isn't anything that can power the damned thing. See if you can't reach out and see if there's another source of untapped super science out there. Better it's in the hands of the Defense Force than the Westphalians.

Though another independent Super Robot wouldn't be the worst thing in the world.
 
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Oh hey the Super Carrier will be finishing this turn. The Super Carrier IIRC we critted on once or twice.
That Super Carrier.

...That is going to be an Experience to reveal huh?
 
Charlie getting his ass kicked by hopefully Galbinus instead of Tellison, I am so proud.

@Basarin what happened with getting a second Dropship for the Second platoon? Did that happen automatically or do we have to wait a turn.
 
I believe that was going to come later, given that the super carrier was a sort of test bed for future models.

At least that sounds better than 'I forgot.' <_< Future turns will address it.
 
@Basarin Would the following be an acceptable write-in

[] Create a team of engineers dedicated to overseeing equipment production so that the engineering advisors can focus on upgrading the super robots

The idea is to basically enable us to fabricate perhaps one item per turn without needing to assign an engineering advisor to it.
 
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