[] AI Supercomputer – Networking – Katarina is really eager to get started on helping out the rest of the facility. But that said, you're going to want to ease the majority of people into the idea that yes, you have an intelligent AI as their neighbor, and no, she doesn't have an inexplicable urge to kill everyone. She's actually quite bubbly and cheerful. Still, best to take this slow and steady.
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Progress to Supercomputer AI
Expands 'Katarina's Support' to Defense Force and Science Actions. Bonus still only applies ONCE per turn.
[] AI Supercomputer Advisers – The New Help! – You have two basic Supercomputer AI personalities hanging around. They're turning out to be just as curious as Katarina was, albeit in a much more limited capacity…but limited in this context means comparing Albert Einstein or Werner von Braun to the winner of your local Science Fair. They seem to want to help, you'd love for them to help. But how exactly?
You may only choose ONE this turn. Each action shares the same cost and duration.
- [] Defense Force Coordinator – You could slowly introduce one of the AI personalities to helping out as an assistant to Sasaki. She would appreciate the help and would help develop new ideas as well as assist her in managing the crazy crowd of cats called the DFRI.
- [] Engineering Coordinator – Though Katarina herself is filling this role currently, she sees herself as Dr. Ignatov's student and assistant first. One of the personalities could be detached to help the Duo with designs and construction, while also extending help indirectly to Ignatov's team.
- [] Science Coordinator – Sam would absolutely love for another champion of science. A former university lecturer himself, he is eager to teach a new student – one that can learn extremely quickly, even – with the goal that the personality will be able to in turn, learn, assist, and teach others themselves. This would actually be an entity who could keep up with Sam's manic energies.
You and Sasaki are concerned. Do you really want
two Sam Carlsons?
Cost: 2 RP (One Time Investment)
Duration: 2 Turns
Progress to Supercomputer AI
Introduces New Adviser/Assistant in Science Category. Will Roll for Trait.
[] Supercomputer AI Mecha Pilot – This one is suggested by 1LT Callaghan. They would be operating independently and would effectively become the mecha frame they are installed into. They would be outfitted with an extremely powerful wireless link in touch with the central mainframe of the DFRI's networks, so they would be able to escape destruction (if somewhat frazzled). He suggests installing the AI personality into the 'Super Jackal' or whatever you're planning on naming the build, while he changes gears and learns how to pilot the TMU.
This is somewhat delicate, and you would have to create additional facilities and services to accommodate what is effectively an entirely new demographic, so this will require more time and resources. But the AI would be much more capable of actions the human brain simply isn't.
NOTE: If you choose this option,
you cannot choose AI Supercomputer Advisers!!!
Cost: 2 (1 RP Locked Next Turn)
Duration: 3 Turns
Gain new Pilot Candidate, Unlocks New Actions
[] Unleash the Hound – The Hound remains unfinished, a state of affairs that displeases the Duo. With your permission and enough resources to try it out, they want to take another crack at it. For now, Wilde and Duo want to go with the 'Armor Module' method.
The work is mostly done on both ends. The Jackal works already and can be modified in a month, and the Hound just needs some final touches. Once this concept is complete, we can move on to making it super.
Limited Omake Bonus (Supplied by
@HeavyBane, Can be applied upon choosing this): Apparently the Duo have been looking to older animated shows as inspiration. Though obviously the physics in those shows were handwaved, Wilde and Henry, after many nights of binge watching hotly debated seasons and leaving a trail of soda bottles and popcorn tubs in their wake, decided that they can make a factory-standard (if you can call their inventions standard) vehicles work.
Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance for Bonus Breakthrough (2d6, Threshold of 4-6 (-1 Threshold thanks to
@HeavyBane))
Progress to Super Robot Chassis, Combinable Configuration
[] Hell on Wheels – The Jackal was an undoubtable success. The Hound is looking promising. So why not try expanding our horizons? Wilde and Henry have plenty to do as it is, but with the resources available from the motor pool, they think they can have a basic configurable prototype of a new vehicle ready to go in a month. Nothing combinable though, they'll need a little bit more for that. This one will not be for sale, though; Peters thinks you have more than enough to work with right now, thank you very much.
Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance for Combinable Configuration mode (2d6, Threshold of 5-6)
Development of new Configurable Vehicle (Write-In)
[] What is Dakka? And Why Don't We Have Enough? – Strange references from Ignatov aside, the Engineers bring up a good point. Your Mecha are still using weapons meant for infantry engagements. Henry is confident that the Jackal and the Hound (when it's finished) could handle the strain of better firepower, but so far you've been modifying existing weapons to a frame that was never meant for them. You have nothing against using existing ammunition – the logistician within you sings at the streamlining – but taking advantage of the Jackal's unique traits is a must.
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Unlocks Mecha-Scale Weapons, Progress in Mecha-Scale Weapons