Super Robot Quest

I'm not seeing any sign of votes outside of @Captainwolf 's plan, so I'm closing the vote here. That said, I probably won't be able to get to this until tomorrow.
Scheduled vote count started by Basarin on Sep 8, 2021 at 3:16 PM, finished with 24 posts and 11 votes.
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    [X] Plan Prepare the Forge
    -[X] Defense Force
    --[X] Something In The Waters
    ---[X] Adriana
    --[X] Liaison Duties: Dr. Yukimura/Yukimura Institute
    ---[X] Haruko Sasaki
    -[X] Engineering
    --[X] Put together a team to conduct item fabrication without needing advisor oversight
    ---[X] Lana
    --[X] Enemy Wreckage Analysis - Bandit's Blaster
    ---[X] Wilde and Henry
    --[X] Enemy Wreckage Analysis - Heat Knife
    ---[X] Jiro Yukimura
    -[X] Special Actions
    --[X] [ONGOING]Super Carrier Sergey Gorshkov
    ---[X] Katarina
    [X] Plan Prepare the Forge
    -[X] Defense Force
    --[X] Something In The Waters
    ---[X] Adriana
    --[X] Liaison Duties: Dr. Yukimura/Yukimura Institute
    ---[X] Haruko Sasaki
    -[X] Engineering
    --[X] Put together a team to conduct item fabrication without needing advisor oversight
    ---[X] Lana
    --[X] Enemy Wreckage Analysis - Bandit's Blaster
    ---[X] Wilde and Henry
    --[X] Enemy Wreckage Analysis - Heat Knife
    ---[X] Jiro Yukimura
    -[X] Special Actions
    --[X] [ONGOING]Super Carrier Sergey Gorshkov
    ---[X] Katarina
    [X] Plan Prepare the Forge but with Triple Combination.
    -[X] Defense Force
    --[X] Something In The Waters
    ---[X] Adriana
    --[X] Liaison Duties: Dr. Yukimura/Yukimura Institute
    ---[X] Haruko Sasaki
    -[X] Engineering
    --[X] Put together a team to conduct item fabrication without needing advisor oversight
    ---[X] Lana
    --[X] Enemy Wreckage Analysis - Bandit's Blaster
    ---[X] Wilde and Henry
    --[X] Triple Combination - Prototyping
    ---[X] Jiro Yukimura
    -[X] Special Actions
    --[X] [ONGOING]Super Carrier Sergey Gorshkov
    ---[X] Katarina
 
Turn Eight, Year Three Rolls
Your rolls were all over the place in this one. Some were alright, some were fairly low, and one will prove to have interesting results down the road.

[X] Plan Prepare the Forge
-[X] Defense Force
--[X] Something In The Waters
---[X] Adriana
--[X] Liaison Duties: Dr. Yukimura/Yukimura Institute
---[X] Haruko Sasaki
-[X] Engineering
--[X] Put together a team to conduct item fabrication without needing advisor oversight
---[X] Lana
--[X] Enemy Wreckage Analysis - Bandit's Blaster
---[X] Wilde and Henry
--[X] Enemy Wreckage Analysis - Heat Knife
---[X] Jiro Yukimura
-[X] Special Actions
--[X] [ONGOING]Super Carrier Sergey Gorshkov
---[X] Katarina

Something In The Waters
Assigned: Adriana
Duration: One Turn
Rolling 2d6 (Threshold Unknown): 3, 4.
Adriana's chance to find additional data at Disadvantage: 5.
Adriana: Huh. Okay, was not expecting that.

Liaison Duties: Yukimura Institute
Assigned: Haruko Sasaki
Duration: One Turn
Rolling 3d6 (Threshold of 5-6): 4, 2, 5.
The discussion involving Jiro is a little on the awkward side. But it does had off any misunderstandings before they can grow insurmountable.

Pilot Training
Assigned: Diana
Duration: One Turn
Rolling for each pilot.
- Tellison/Zhang - Rolling 2d6, Threshold of 4-6: 3, 5.
- Jessica - Rolling 2d6, Threshold of 4-6: 2, 2.
- The Trio - Rolling 2d6, Threshold of 3-6: 2, 3.
Diana is not able to make quite as much progress with Jessica, but she assures you that pairing her up with another Super Robot for her first outing can make up the difference. That, and the C-Crystal is rather finicky. New skills and stat blocks revealed in narrative post.

Assemble a Secondary Engineering Team
Assigned: Lana
Duration: One Turn
Rolling 2d6, Threshold Unknown: 5, 6.
Solid success! Lana's managed to track down suitable candidates for a build team.

Enemy Wreckage Analysis: Bandit Blaster Mk. II
Assigned: Wilde and Henry
Duration: One Turn
Rolling 2d6, Threshold of 5-6: 5, 6.
Henry: There's nothing revolutionary here. They just took Morgan Industries' slogan and put it into practice.
Wilde: When in doubt, use Morgan!
Henry: It's not a bad outlook on weapons design, but...unstable.
Wilde: Big boom! The best kind.
Good results! Wilde and Henry will have more to share.

Enemy Wreckage Analysis: Heat Knife
Assigned: Jiro
Duration: One Turn
Rolling 2d6, Threshold of 5-6: 1, 2.
Lana's Re-Roll applies!
Rolling 2d6, Threshold of 5-6: 1, 1.
Not so much a failure as there's nothing to learn from it. It's a very mundane, if well made, knife that conducts heat in a competent manner.

Funnels
Assigned: Boris Ignatov
Duration: One Turn
Rolling 2d6, Threshold Unknown: 1, 6.
Boris is not able to make truly independent remote turrets, but he has found an unorthodox solution. Its efficacy is another matter entirely.

K-Fang Development
Assigned: SAM CARLSON
Duration: One Turn
Rolling 2d6, Threshold of 4-6: 2, 5.
"Sam here! The K-Fang is now in business, and the Engineering boys'll have all sorts of new ideas to play around with!"

K-Scale Refinement

Assigned: Ivanna
Duration: One Turn
Rolling 2d6, Threshold of 4-6: 6, 4.
"In managing to coax additional performance out of the K-Scales that we already make use of, we have made some additional insights in using K-Scale as an actual building block. We will have a report submitted shortly."

Kausen Weaponry

Assigned: Zulu
Duration: One Turn

Rolling 2d6, Threshold of 5-6: 1, 3.
Rerolling from Ivanna checking the maths: 5, 5.
"Modularity: intriguing. Weapon laden with extraneous features, yet some quite valuable. More testing required. For Science."
SCIENCE!

Super Carrier Sergey Gorshkov
Assigned: Katarina
Duration: One Turn
Rolling 3d6 (Threshold of 5-6): 6, 5, 1.
"I...might have snuck in Energy Blaster batteries. And additional point defense batteries beneath the hull along with sensor orbs. What? They're going to need them!"
Completion to be outlined in interlude.

A Helping Hand - Ground Pound
Assigned: Max
Duration: One Turn
Rolling 2d6 (Threshold of 6): 6, 6. (EDIT: I would add the other 2d6 I forgot to throw in here, but you scored a critical, that's enough for anyone!)
Devin: Max. What did you do, and why do I have a mad science convention in what is admittedly an appropriate venue for them?
 
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On one hand, the conventional stuff was kind of disappointing. On the other, the unorthodox and strange had some rather weird results... Well, outside of finding some lunatics able to mass produce our gear. But I think that really should fall under unorthodox or strange.

We probably should have expected that.
 
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Well, no Heat Hawks in our future, sad since that really would have shored up our Melee game. But still all sorts of interesting things popped up, and it seems like we've got quite a few Scientists to help out over at our Friendly Rivals. Maybe we can Keep one or two for ourselves >_>.
 
Huh, Question. The Helping Hamd option says add 2d6 if Max or Sam is on it, and the Base Roll is 2d6. So shouldn't it be 4d6... though I think the Crit is more than enough!
 
I find the current options format very confusing.
basically, we have several categories (defense, engineering, science, special), for each category we have the actions, and our advisors who are our action points. IE for this turn all our science advisors were locked into actions that we started in a previous turn, so no new science actions could be selected.
 
Guys I just remembered that one of the things that Mander said about his favor was that he would not mind having some of the tech that the DFRI uses now shared with them. things like the Arc Blade which is Electromagnetic or any of the Blaster tech not including K-Tech which is ours and is supposed to be kept under wraps for as long as possible. And maybe the Zirvitium armor.

I actually would not mind sharing with both Mander and the Yukimura institute groups. Fact is we probably share the K-tech with Yukimura already but I could be wrong about that. and Since we know from the Ichiro Beast fight that the 3 groups are starting to talk to each other and share tech, It would make sense for us to also share our tech with our groups too.

Point is that I want to start working with the other groups more once we get the second Super Robot team up and working. We also need to start building more dropships as a free action to sell to the others including the other DF super robot group.
 
I think that Ivanna's reroll should have proc-ed on Zulu's failed action since it was the only science action that failed unless I misunderstood something? Also Super Carrier Sergey Gorshkov notes that it rolls 3d6 but only 2 dice were rolled.

Apart form that the only real missed chance is the Heat Knife failure since it could have either boosted our super robots melee attacks or worked as a budget bin finisher/big damage attack for units that aren't quite finished yet like Ichiro. But hey, it's probably counterbalance by Max's freelance scientist convention.
 
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Guys I just remembered that one of the things that Mander said about his favor was that he would not mind having some of the tech that the DFRI uses now shared with them. things like the Arc Blade which is Electromagnetic or any of the Blaster tech not including K-Tech which is ours and is supposed to be kept under wraps for as long as possible. And maybe the Zirvitium armor.

I actually would not mind sharing with both Mander and the Yukimura institute groups. Fact is we probably share the K-tech with Yukimura already but I could be wrong about that. and Since we know from the Ichiro Beast fight that the 3 groups are starting to talk to each other and share tech, It would make sense for us to also share our tech with our groups too.

Point is that I want to start working with the other groups more once we get the second Super Robot team up and working. We also need to start building more dropships as a free action to sell to the others including the other DF super robot group.
Not a bad idea. That said, we'd probably be better off recommending a mad scientist from the current convention than sharing our tech, both because a loss of future research is less noticeable to our bosses than a tech sharing program and because it means less paperwork for us. A weapons scientist would be ideal, because as shown on screen, the Valient is the only Super Robot without a special weapon. I would like to share C-Crystals to prevent the possibility of a Gundam-jacking, but those aren't ready yet. We should also keep a lookout for mad engineers for our own uses.
 
does Sam have anymore friends we can send off to that new company to help them out?
 
So! Went back, and made a few additional corrections on the dice rolls. Bandit's Blaster had more success behind it, and you'll see another feature creep into the carrier.

You're not getting extra dice on the Mad Science Fair, however. As any 40K player will tell you, double 6s is good enough for anyone! (Especially if you're desperately trying to make the Dok's Toolz rolls the nearby Pain Boy is offering to avoid that bucket of dice the Tau player threw at you).
 
Trying to parse back through the last few turns, and... Did we ever get an Interlude about us discovering space flight? And what we could do with that sort of thing? Plus a Market Scrounging action I'm not sure where the result went.
 
The only bad thing about the unveiling of the Space Carrier is that it's probably accelerate the Endgame of the Free Brothers storyline. Like once we prove to legitimately have a vessel that could potentially reach the Free Brothers, suddenly the Calculus they operate on shifts dramatically.

They will no longer have an unassailable home base. Lacking that security is going to push them. Either a push to Destroy our Vessel or a full on all out assault to Establish Dominance. Anything less means accepting that in a few short year's their singular ship plus, was it 2 dropships, will be facing a actual Armada.
 
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The only bad thing about the unveiling of the Space Carrier is that it's probably accelerate the Endgame if the Free Brothers storyline. Like once we prove to legitimately have a vessel that could potentially reach the Free Brothers, suddenly the Calculus they operate on shifts dramatically.

They will no longer have an unassailable home base. Lacking that security is going to push them. Either a push to Destroy our Vessel or a full on all out assault to Establish Dominance. Anything less means accepting that in a few short year's their singular ship plus, was it 2 dropships, will be facing a actual Armada.
So we will Finish Them when they try.

Though as a number of criminals rather than an attempted occupation force, they are just as likely to leave in the face of an existential threat.
 
So we will Finish Them when they try.

Though as a number of criminals rather than an attempted occupation force, they are just as likely to leave in the face of an existential threat.
I don't think Tyrannous will LET them. I think he's recognized how quickly humanity is progressing and building. He specifically notes how important our Infrastructure is for his Next Step. I think he plans for Conquest and then to use Earth as a Arms Factory for when he returns home. Or possibly just carve our his own little Empire.
 
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