I plan to add more interludes like this going forward, just so you all can see how the world is changing and reacting to the nonsense the Institute is producing.
Also, you all may notice that the Informational thread marks are looking leaner. I cut out the old dice rolls and will only have them thead marked for awhile before I clean them out too. You can still find them in and around the main story ones.
Also, the rosters have been updated to reflect the updates for your pilots and super robots/support.
"New help?" Wilde grinned as Henry, as always, stoically observed the newly promoted trio of Engineers. "Well, you've all been doing a lot of good work already, so it's about time you got some recognition."
"They can at least keep up," Henry quietly agreed. "Though they're not exactly ready for the main projects."
"Dudes. We're still here." The first engineer of the group, a younger, brash man with a broad face and wearing a greasy set of mechanic's clothes, complained. "It's not like we messed anything up."
"Much," the second engineer quipped. A woman with orange and red hair had a seemingly perpetual smile on her face, as if she were amused by just about everything around her. Which, given this was the DFRI, wasn't too much of a stretch. "We already explained the incident with the MMI."
"Look, I just wanted to see if the old school remote drones worked with them," the third engineer grumbled.
Wilde and Henry glance at each other. "Did it?" Henry decided to ask.
"Sort of!" The responding engineer gave off a nervous laugh while rubbing the back of his head. "It kind of, sort of, made a mess, but we cleaned it up!"
"Eh, good enough." Wilde shrugs. "Congrats, welcome aboard! Here's some stuff we need to get tested..."
Build Team available!
They're professionals, we're sure.
1522,2 September, A.D. 2072 Command Center
"Functioning Super Robot teams," Peters comments over the communications link. "If not quite blooded."
"They're not there yet as far as experience goes," you agree. "I'm not about to go after chasing a fight just to fix that, but knowing my luck, ma'am, I'm going to have to use them sooner or later." At Peters' raised eyebrow, you add, "My heavy hitter is down for maintenance and won't be back up until November at least. And I'm always waiting for the other shoe to drop."
"A fair point," Peters concedes. "Still, it might be best to have some experience under their belt sooner or later. Preferably sooner."
"You know something I don't, ma'am?"
"Always," Peters replies. "If you do well, I'll even give you a day's reaction time at our end of year evaluation."
"Damnit," you mutter.
"Language, young man."
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. 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?)
[] Blue September
- [] Which Advisor?
- The analysis confirms that there's something in the waters that shouldn't be. You can probably rule out the Free Brothers, but that still leaves the Westphalians, Sheol, or some other actor out there that you're not aware of just yet. The only issue - you don't really have any assets that are quite appropriate for what you're about to do. If you don't do this right, you might tip off whatever is down there and lose them; wait too long and they might not be there either. For now, conduct an assessment and figure out the best way to approach this.
- 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 Two Turns to recover
SAI-01 Ichiro Banner
Tellison, Zhang/Perseus
Satsuma, Thunderbolt
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 Two Turns to recover
[] Pilot Training: SAI-01 Ichiro Banner
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Tellison, Zhang/Perseus
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Charlie, Frankie, Iris
- Which Advisor?
- 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: Captain Dana Candle/NDF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- On the one hand, you repaired her ship. On the other hand, it now flies and has carrier space dedicated for the TMUs with room for the Seekers once they become readily available and the crew has no idea where anything is anymore. Check in with her, see how she's doing - never hurts to be on speaking terms with the first commander of a spacefaring warship.
[] Liaison: Dr. Yukimura/Yukimura Institute
- [] Which Advisor?
- Relations: Friendly, leaning towards Close
- Baseline Threshold: Moderate (5-6)
- You are on good terms with the Yukimura Institute. You don't have any outstanding reasons to approach them now, but laying the groundwork for future cooperation never hurt anyone (except the kaiju).
[] 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. The Build Team
- Can only be assigned to Item Fabrication. 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.
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
[] Steed Standardization - Over There
- [] Which Advisor(s)?
- Jiro's original solution to the Seeker problem - replace the whole damned cockpit with a Steed. It's actually quite clever, even if the resulting solution makes you feel that everything is just slightly cramped for the pilot. This is something that won't quite work for every frame you have, particularly the multi crew vehicles (see: Phalanx) but this will certainly increase the life expectancy of the pilots and give them a built-in escape pod option to make a getaway with. Jiro and Lana have crunched the numbers, and there should be no issue - but as always, Engineering is going to build a test frame before trying it live. And you have the perfect partners to make this happen given that the MEF personnel are scheduled to arrive...
- QM Note: This is to make up for the 'Over There' Option that I forgot about. So here you go!
- Chance of Success (Roll at Advantage (3d6), Threshold of 5).
- Duration: 2 Turns
[] Funnel Development
- [] Which Advisor?
- The Funnel Concept does work. However, it still has quite a few restrictions that limits its current usefulness. Some new technology may become readily available for use in development, but it's not there yet. Work with the understanding that you have, and see how much further you can practically take this. Who knows? You might have made an impromptu boomerang to start with, or something.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: Three to Five Turns
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: The wreckage available for study are:
- Beast Mega Blaster
- Drone Wreckage
[] 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. Max Brand
- If assigned to Xeno Technology, you may add 1d6. Ivanna
- You may re-roll any failed Science roll once per turn. Zulu
- If assigned to Xeno Technology, you may add +2 to the value of the lowest rolled d6. Mary McCullough
- Critical Successes explode. (The dice, that is, not her experiments. Usually.)
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.
[] Explore K-Fang Development
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 6)
- "Sam here! So now that we've actually got viable vats of K-Fang, it's time for some experimentation! We're all here because we have a giant chunk of Dragon's bone, and we want to make a weapon of mass destruction out of it! So! Who's ready to make something ridiculous?"
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.
[] 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.
Faedium
- [] If taken, must assign Mary
- Chance for Success (roll 2d6, Threshold Unknown)
- Duration: Three Turns
- Mary and her team of researchers are moving into the campus grounds, and for the moment they have taken a few unassigned facilities in Max's side of the department. Her requirements are fairly mundane to start: she just needs good quality laboratories and equipment, along with the resources required to start getting some initial results. Nothing that time and space on your part can't solve.
Katarina
- Katarina can add 1d6 to any roll across all categories. Can only do this once per turn.
Anyway I think for any plan that we create that these two options are included. Blue September for obvious reasons and we should send our resident spook to handle that. And the GDF to actually speak to them and finish covering base with internal allies and perhaps send the good captain fort hat as well.
I do think there's a case to be made to liaison with Yukimura Institute/MSS in order to prepare for the Blue September raid. On the other hand, maybe waiting until we narrowed down who exactly is there will allow us for a better targeted liaison action.
WRT the Build Team, I think that fabricating a med kit Shard kit first is probably a good idea.
So did we want to start the Refit of the Beowulf now or hold off until next turn? I'm also thinking that we're going to want to always have at least one shard kit on hand for each of our Super AI units, beyond that... Some new Zervintium Gauntlets for Ichiro, and maybe see about getting a set for Beowulf/Timberwolf.
Hrm, Getting Perseus' Final Fusion is probably the better of the two overall as it really Finalizes Perseus' role, though that may make Perseus unavailable for an emergency reaction which is less than ideal with Beowulf out of commission.
Hrm, Getting Perseus' Final Fusion is probably the better of the two overall as it really Finalizes Perseus' role, though that may make Perseus unavailable for an emergency reaction which is less than ideal with Beowulf out of commission.
"New help?" Wilde grinned as Henry, as always, stoically observed the newly promoted trio of Engineers. "Well, you've all been doing a lot of good work already, so it's about time you got some recognition."
"They can at least keep up," Henry quietly agreed. "Though they're not exactly ready for the main projects."
"Dudes. We're still here." The first engineer of the group, a younger, brash man with a broad face and wearing a greasy set of mechanic's clothes, complained. "It's not like we messed anything up."
"Much," the second engineer quipped. A woman with orange and red hair had a seemingly perpetual smile on her face, as if she were amused by just about everything around her. Which, given this was the DFRI, wasn't too much of a stretch. "We already explained the incident with the MMI."
"Look, I just wanted to see if the old school remote drones worked with them," the third engineer grumbled.