Super Robot Quest

So we're in a mech, that can transform into a vehicle..the main plan is to ram them. How are the first words out of our mouth not
 
I RETURN.

Now, to properly analyze our actions and come up with a strategem for maximum super robot courage.
 
AS REQUESTED: A STRATAGEM

I try to include the basics, but since I'm not sure how the combat works here, I'm including context and overall thrust of the plan so that you can understand the spirit of what I'm trying to do at least. New systems can be a pain to break through on!

[X] Plan: Swordbreaker


-[X] Considerations: Get the apparent friendly machine and the soldier to safety. To do this, we must make use of our relative surprise and gimmicks to close the distance, and buy time as needed.

-[X] Phase One: Ramming Speed into Heavy Weapon Attack. We saw no Jackals in the wreckage, this should achieve tactical surprise, as he'll be expecting a suicide charge from an ordinary vehicle. Disabuse him of this notion--he probably won't be treating us as more than a nuisance at first, and won't put his A-Game into it, not if he's not aggressively pressing the attack on his foe. Making use of the surprise from the reconfiguration, we launch one of our two Heavy Weapon attacks as the base Jackal--and hopefully disarm him of whatever that thing he's carrying is. Disarm or damage it where it can't be as effective, either is fine. (I'm not sure if Ramming Speed counts as a dodge, or if Agile needs to be committed proactively, it seems to be a gap closer?[/i] The overall intention is to get into close range while it's not aware its dealing with a proper mecha, and hopefully avoid its counterattack in the process, exploiting the moment of surprise to hit it with one of our strongest attacks. If Agile into Heavy Weapons better fits the intent, go with that instead). Assuming talking is a free action, feel free to trash-talk as needed at this point--in the event of a big success, feel free to rub it in and add to the hate. I'm sure Callaghan can come up with a suitable one-liner that's actually fitting in the heat of the moment, he has my faith!

-[X] Phase Two: We should now be in close quarters combat--most notably, we should have his attention by this point. A Jackal is smaller than a Kausen, but noted for its agility. We're no match for it in a punchfight--but we don't really need to be its match either. Use our second Heavy Weapon Attack, but otherwise remain on the defensive with Agile, we're buying time at this point and hopefully the friendly robot and his human buddy can get their shit together and withdraw or provide support, depending on their temperament. (It's unclear if Agile is committed proactively or if it's a trait of the Jackal, if it's proactive, this should be an Agile/Heavy Weapon Strike turn. If it's not, it should be a Heavy Weapon into Conventional Weaponry). Continue to trash talk as needed, because that shit's necessary and I'm awful at it unless I've got a hook to work around.

-[X] Phase Three: He should have our measure by now, and we should have his undivided attention. That means it's time to change the game. Call the Hound in and Combine into the Timberwolf. See how he likes throwing down with someone his own size. If I'm not mistaken, our air support should be available by now, so see if we can get some covering fire from them. If we get an actual attack action along with the combination, hit him with Demolisher.
 
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Actually using the heavy weapons is paramount.

[X] Plan: Swordbreaker

Also, currently it seems like we picked the right options? Callaghan is where the heavy fighting is and the aerial support buzzed off and scattered the distraction Kausen force before they could steal even more energy
 
[X] Plan: Swordbreaker

Hit em hard enough and don't stop hitting till it stops twitching. Mysterious waif is the priority!
 
Hmm, I much prefer Draw fire!'s straightforward format over all the multiple paragraphs of fluff in Swordbreaker. All that detail isn't really necessary when it should really be left up to the QM's writing. And when you cut it all down the two plans are almost identical in turn order actions.

However the one difference, using the two uses of Heavy Weapons instead of Conventional as the Jackal before combining, is a pretty important difference.

[X] Plan: Swordbreaker
 
If we go by standard mecha tropes either another prototype mecha, crashed ship, defector, ancient device, mysterious waif.

I like how none of these are mutually exclusive.

It smells faintly of grape juice.

Eh, Cal is too young to die yet. As long as he doesn't talk about his family or anything, that is, lest he happens to have a younger brother full of hot blood.

I'd also avoid pulling out any pictures of family/loved ones. At least when the camera's on you.

The man knows the truth.

. Lumbering behind him and leaving a billowing trail of dust and grass in its wake was the Shepherd.

I guess it cannot go back to vehicle mode while in Mecha mode then?

Richard found it interesting how easy anger was starting to come about. "These poor bastards never had a chance."

How cliché.

No known sounds could be compared, and the uncomfortable signs of the scanner logging new entries was hanging over his HUD.

Interesting! "Plasma fire 1", "Plasma fire 2", "Robotic Wilhem scream 1"...

"Is-is that a Mecha?"

Finally, the not-Decepticons!

It looked as if it were cradling something.

And one of ours is wounded! And probably quite small.

Another Mecha-sized figure - this one clad in yellow, and uncomfortably standing a full head above the roof of the motor pool - strode through the wreckage, brandishing what looked to be a unsettlingly large weapon

Evil Bumblebee confirmed!


A name for the combined Jackal/Shepherd combination wouldn't be amiss, or Callaghan will make one up in the heat of the moment.

Hide could work.

Also, if there is a particular catchphrase or any other bit of fluff y

DYNAMIC ENTRY!

They will attempt a Heavy Weapons Strike Once every Three Turns at Advantage (3d6) for 2 HP. Once expended, they must return to the Gagarin for rearming)

Do they spent themselves after doing 2 HP damage then? hOw do they work?


[X] Plan: Swordbreaker
 
[X] Plan: Swordbreaker
Adhoc vote count started by Thors_Alumni on May 23, 2018 at 6:39 AM, finished with 31 posts and 16 votes.

  • [X] Plan: Swordbreaker
    -[X] Considerations: Get the apparent friendly machine and the soldier to safety. To do this, we must make use of our relative surprise and gimmicks to close the distance, and buy time as needed.
    -[X] Phase One: Ramming Speed into Heavy Weapon Attack. We saw no Jackals in the wreckage, this should achieve tactical surprise, as he'll be expecting a suicide charge from an ordinary vehicle. Disabuse him of this notion--he probably won't be treating us as more than a nuisance at first, and won't put his A-Game into it, not if he's not aggressively pressing the attack on his foe. Making use of the surprise from the reconfiguration, we launch one of our two Heavy Weapon attacks as the base Jackal--and hopefully disarm him of whatever that thing he's carrying is. Disarm or damage it where it can't be as effective, either is fine. (I'm not sure if Ramming Speed counts as a dodge, or if Agile needs to be committed proactively, it seems to be a gap closer?[/i] The overall intention is to get into close range while it's not aware its dealing with a proper mecha, and hopefully avoid its counterattack in the process, exploiting the moment of surprise to hit it with one of our strongest attacks. If Agile into Heavy Weapons better fits the intent, go with that instead). Assuming talking is a free action, feel free to trash-talk as needed at this point--in the event of a big success, feel free to rub it in and add to the hate. I'm sure Callaghan can come up with a suitable one-liner that's actually fitting in the heat of the moment, he has my faith!
    -[X] Phase Two: We should now be in close quarters combat--most notably, we should have his attention by this point. A Jackal is smaller than a Kausen, but noted for its agility. We're no match for it in a punchfight--but we don't really need to be its match either. Use our second Heavy Weapon Attack, but otherwise remain on the defensive with Agile, we're buying time at this point and hopefully the friendly robot and his human buddy can get their shit together and withdraw or provide support, depending on their temperament. (It's unclear if Agile is committed proactively or if it's a trait of the Jackal, if it's proactive, this should be an Agile/Heavy Weapon Strike turn. If it's not, it should be a Heavy Weapon into Conventional Weaponry). Continue to trash talk as needed, because that shit's necessary and I'm awful at it unless I've got a hook to work around.
    -[X] Phase Three: He should have our measure by now, and we should have his undivided attention. That means it's time to change the game. Call the Hound in and Combine into the Timberwolf. See how he likes throwing down with someone his own size. If I'm not mistaken, our air support should be available by now, so see if we can get some covering fire from them. If we get an actual attack action along with the combination, hit him with Demolisher.
    [X]Plan Draw fire!
    [X] Plan: Keep Charging
    -[X] Ramming Speed into the BadGuy
    -[X] Call in Air support while combining with Sheperd
    -[X] Duke it out while targeting the weapon in an attempt to disarm the Kausen and try to lead the fight away from the downed mech and the human.
    -[X] If winning, try to disable the mech without killing the pilot.
    -[X] If losing, stall for time and hope that the downed mech gets up quickly and comes to help.
    -[X] Keep an eye out for other enemies that may try to gank.
    [X]Callaghan
    -[X]1st turn
    --[X]Ramming Speed! (Re-roll)
    --[X]Conventional Weaponry
    -[X]2nd turn
    --[X] Agile! (Re-roll)
    -[X]3rd turn
    --[X]Combine!
    --[X](Demolisher) Heavy Weaponry (Re-roll)
 
Think I'll be calling the vote here.

All, stand by for a quick Informational Post. @Alectai, if you want to make any modifications with the following post in mind, let me know and make sure your voters are cool with it.
Adhoc vote count started by Basarin on May 23, 2018 at 7:20 AM, finished with 34 posts and 18 votes.

  • [X] Plan: Swordbreaker
    -[X] Considerations: Get the apparent friendly machine and the soldier to safety. To do this, we must make use of our relative surprise and gimmicks to close the distance, and buy time as needed.
    -[X] Phase One: Ramming Speed into Heavy Weapon Attack. We saw no Jackals in the wreckage, this should achieve tactical surprise, as he'll be expecting a suicide charge from an ordinary vehicle. Disabuse him of this notion--he probably won't be treating us as more than a nuisance at first, and won't put his A-Game into it, not if he's not aggressively pressing the attack on his foe. Making use of the surprise from the reconfiguration, we launch one of our two Heavy Weapon attacks as the base Jackal--and hopefully disarm him of whatever that thing he's carrying is. Disarm or damage it where it can't be as effective, either is fine. (I'm not sure if Ramming Speed counts as a dodge, or if Agile needs to be committed proactively, it seems to be a gap closer?[/i] The overall intention is to get into close range while it's not aware its dealing with a proper mecha, and hopefully avoid its counterattack in the process, exploiting the moment of surprise to hit it with one of our strongest attacks. If Agile into Heavy Weapons better fits the intent, go with that instead). Assuming talking is a free action, feel free to trash-talk as needed at this point--in the event of a big success, feel free to rub it in and add to the hate. I'm sure Callaghan can come up with a suitable one-liner that's actually fitting in the heat of the moment, he has my faith!
    -[X] Phase Two: We should now be in close quarters combat--most notably, we should have his attention by this point. A Jackal is smaller than a Kausen, but noted for its agility. We're no match for it in a punchfight--but we don't really need to be its match either. Use our second Heavy Weapon Attack, but otherwise remain on the defensive with Agile, we're buying time at this point and hopefully the friendly robot and his human buddy can get their shit together and withdraw or provide support, depending on their temperament. (It's unclear if Agile is committed proactively or if it's a trait of the Jackal, if it's proactive, this should be an Agile/Heavy Weapon Strike turn. If it's not, it should be a Heavy Weapon into Conventional Weaponry). Continue to trash talk as needed, because that shit's necessary and I'm awful at it unless I've got a hook to work around.
    -[X] Phase Three: He should have our measure by now, and we should have his undivided attention. That means it's time to change the game. Call the Hound in and Combine into the Timberwolf. See how he likes throwing down with someone his own size. If I'm not mistaken, our air support should be available by now, so see if we can get some covering fire from them. If we get an actual attack action along with the combination, hit him with Demolisher.
    [X]Plan Draw fire!
    [X] Plan: Keep Charging
    -[X] Ramming Speed into the BadGuy
    -[X] Call in Air support while combining with Sheperd
    -[X] Duke it out while targeting the weapon in an attempt to disarm the Kausen and try to lead the fight away from the downed mech and the human.
    -[X] If winning, try to disable the mech without killing the pilot.
    -[X] If losing, stall for time and hope that the downed mech gets up quickly and comes to help.
    -[X] Keep an eye out for other enemies that may try to gank.
    [X]Callaghan
    -[X]1st turn
    --[X]Ramming Speed! (Re-roll)
    --[X]Conventional Weaponry
    -[X]2nd turn
    --[X] Agile! (Re-roll)
    -[X]3rd turn
    --[X]Combine!
    --[X](Demolisher) Heavy Weaponry (Re-roll)
 
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Before I go into resolving the cliffhanger we've got on our hands, a few notes about combat. I apologize in advance for slowing things down, but since this is your first combat of the game, I feel this information is needed.

The combat system still uses the same 2d6 system the rest of the game uses. But now you have a lot more modifiers in place to all but negate or buff your rolls. I'll start with a few, since some people were asking about that.

Initiative: In most combat situations, the player and the enemies will roll for initiative. Same deal as before: both roll 2d6, and the one with the higher amount of successes win. In our current deployment however (Deployment #1: Grand Coulee Dam Relief), I am ruling that since the opposition really isn't paying much attention to you, he doesn't get to roll.

Action: Unless you have modifiers that insist otherwise, most combatants will only ever get One Action per Turn. So it's fairly significant when Notables can perform certain actions more frequently than the norm. (Callaghan, as a notable, can make two Strikes per turn. But not two Actions per turn; a Strike counts as a single Action, as would a RAMMING SPEED! Action)

Addendum, Heavy Weapon Strike - I was originally counting this as a separate Action, but considering that these were designed as disposable heavy weapons, I'll rule they are Free Actions. Their original limits still apply: after you use them up twice, they're done for good until you merge with the Shepherd. However, I am ruling you cannot use it in conjunction with Ramming Speed; you already get a free Strike (at Disadvantage) if you land the hit.

One note: if you really want to use your Heavy Weapon Strike twice in a turn, I will allow it. However, you are making that second attempt at a Regular Attempt and not at Advantage (2d6). Once again, when you use it twice, it's gone for good.

Agile: This is a passive ability that reflects that the Jackal is a dodgy little thing. Normally, it would apply whenever players specify. However, given this combat system, I rule that it will apply either on the first successful hit that lands, or at player specification, against really damaging attacks (2 HP and more). You still need to make the Test Roll at 2d6. This does NOT count as an Action. You can only trigger it once per turn, but you can use it every turn.

Dodge: If you want to take a turn to remain on the defensive, this will count as your action. You will roll to dodge at 1d6. Regular threshold applies, but you will negate all incoming attacks.

1LT Callaghan, Intuitive Piloting: For any Strike, Heavy Weapon Strike, Ramming Speed, Dodge or Agile Roll: Callaghan is good enough that he can designate one failed roll, and decide, "Nah, let's try that again." You may re-roll one failed roll with all dice, but you must accept the next result.



With that in mind:

@Alectai. I can follow your battle plan pretty clearly, but I felt that I need to clarify some of the mechanics first. If you are good with this, I will post the update later today with that in mind. With that, let me see if I understand your battle plan correctly:

Combat, Turn One: Ramming Speed into a Strike at Disadvantage is fine. However, that will use your Action for that turn. You can't break out the Heavy Weapon Strike immediately, but you are in a good position to use it next turn. You still have your Agile trait on standby, if you want to specify how you want it used.

Combat, Turn Two: Heavy Weapon Strike into regular Strike attack, but otherwise continue to play defensively while trying to gain as much data on the opponent as possible. Talking IS a free action, so I will play that up.

In Turn Two, the 1st Support Wing will be available, but you specified you wanted them to strike at Turn Three during Combination.

Combat, Turn Three: I will err on the side of caution and call up the Shepherd for Combination. This is when you specified you wanted the 1st Support Wing to swoop in and lay down the hurt. They will make a Heavy Weapon Strike before flying off to rearm.

Let me know if this is acceptable. I won't always be able to perfectly fit your plans to action, but I will do my best.
 
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Initiative: In most combat situations, the player and the enemies will roll for initiative. Same deal as before: both roll 2d6, and the one with the higher amount of successes win. In our current deployment however (Deployment #1: Grand Coulee Dam Relief), I am ruling that since the opposition really isn't paying much attention to you, he doesn't get to roll.

Is the Initiative fixed after rolling it once? Or can it change once every turn?

Action: Unless you have modifiers that insist otherwise, most combatants will only ever get One Action per Turn. So it's fairly significant when Notables can perform certain actions more frequently than the norm. (Callaghan, as a notable, can make two Strikes per turn. But not two Actions per turn; a Strike counts as a single Action, as would a RAMMING SPEED! Action)

Can these two strikes be done towards different targets, or must these be against the same target? And viceversa?

Addendum, Heavy Weapon Strike - I was originally counting this as a separate Action, but considering that these were designed as disposable heavy weapons, I'll rule they are Free Actions. Their original limits still apply: after you use them up twice, they're done for good until you merge with the Shepherd. However, I am ruling you cannot use it in conjunction with Ramming Speed; you already get a free Strike (at Disadvantage) if you land the hit.

Does it still spend us RP to use these two disposable Heavy Weapon Strikes? What's the threshold if not specified? 5-6 to pass? Do crit-fails and crit-passes exist in combat mode?

Talking IS a free action, so I will play that up.

Talking is always a free action. Speaking of: Does the enemy mech have something that tells their status as evil, such as spiky spikes, red lights, glowing eyes and the like?

They will make a Heavy Weapon Strike before flying off to rearm.

So that's why they only attack every 3 turns. Can they be "summoned" again if an enemy depletes their 2 HP somehow, even if it's with a cost?
 
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