Super Robot Quest

Calling the vote, looks like you guys are mostly in agreement to be heroes.

I'll roll and type this out tonight.
Adhoc vote count started by Basarin on May 23, 2018 at 6:18 PM, finished with 29 posts and 9 votes.

  • [X] Plan: Big Damn Heroes (Ain't we just?)
    -[X] Plan Considerations: We've got a wounded entity that may very well be a Kausen defector of all damn things, keeping him alive is priority one. Fortunately, we've shown our fangs and we're now a big scary bastard, we can take some hits, and we've established that we're not some scrub who can be safely ignored. We can use that. Eliminating the hostile for autopsy and salvaging would be nice, but the primary objective is to keep the friendlies alive--the intel we'd get out of it would be worth almost any price. Worst comes to worst, we can chase him off and see if we can track down his weapon for reverse engineering later. Save Lives first, tech advancement later, even if the men of Science might wag the finger. Do not attempt to give chase if he retreats, though feel free to give him a farewell present if weapons are armed and it can be fired without endangering the friendlies.
    -[X] Phase One: Demolisher into Standard Attack. See how much this guy likes wrestling when his opponent's littered with more rockets and cannons than an armored battalion. Reroll committed to the Demolisher hit.
    -[X] Phase Two: Two Standard Attacks, Reroll committed to Extra Tough Save, try and get a suplex in here if we can, because suplexes in super robots are the best.
    -[X] Phase Three: Oh look our air support is back. Demolisher into Standard Attack, supplemented by Air Support Heavy Weapon Strike, unless any of these would impair the safety of the non-combattants. Reroll again committed to Demolisher unless required to protect non-combattants.
 
Richard took in a deep breath. As if recognizing the moment, the HUD displayed what looked to be a voice command console.

"Steel Combination! Go!"


I just.. wha-... god damn. :D
This is great.

Also, that mecha marathon is paying dividends on the crew's morale.

Lel, nerdy shout included. I hope future melee attacks include a "shout now" gauge for extra awesome.


There's always Big O super mech punches
Piledrivers and piston punches.
One of the heaviest Real Robot attacks, bordering on Super, if enough IMPACT is delivered.
Come to think of it, we can incorporate Piledrivers on the Jackal's frontside to improve RAMMING SPEED damage, probably?

That's another for the To-Research List, like the Learning AI.
 
Last edited:
So yeah, crazy idea ahoy. take a tank, and strap one of those prototpye 51CM naval guns to it to be used for our combining robot.

because not much is going to like what amounts to a 20 inch HE shell to the face.


and whoever suggested natural weapons for kaiju bits, that is a really smart move too.

wonder if we can make ejetable kaiju spines to be used in a mech scale frag grande.
 
Last edited:
Waitasec.

>Pilot is a slightly mature male.
>Mecha is a Real Robot, borderline Super.
>Weapons are mainly Impact-based Conventionals.
>Mecha name has a Wolf motif.

Please, let's give the Lieutenant the nickname "Steel Beowulf". :D

Bonus points for wrecking the cockpit microphones every now and then.
 
Waitasec.

>Pilot is a slightly mature male.
>Mecha is a Real Robot, borderline Super.
>Weapons are mainly Impact-based Conventionals.
>Mecha name has a Wolf motif.

Please, let's give the Lieutenant the nickname "Steel Beowulf". :D

Bonus points for wrecking the cockpit microphones every now and then.

Not gonna lie.

I did consider suggesting "Beowulf" as one of our actual SR codenames.
 
So @Basarin what color are our Kaiju scales because I just realized we can pull the palette swap versions of the mook vehicles are inexplicably better trope especially if the scales are red koz red wunz go fasta.
 
1LT Richard Callaghan - Intuitive Piloting (You may Re-Roll One failed Strike or Agile Roll per Turn)

HP: 17/18

Notable Character (Can Strike at Enemy Target twice per turn)

Extra Tough (Can ignore one Enemy Strike at Disadvantage (1d6))

Conventional Weaponry (Can conduct Test Roll to Strike at Enemy Target at 2d6)

Demolisher (Can freely make Heavy Weapon Strike at Advantage (3d6) every other turn, deals 2 HP. Does not incur extra RP cost

Turn One: Demolisher into Standard Attack. Reroll committed to the Demolisher.
Turn Two: Two Standard Attacks, Reroll committed to Extra Tough Save, try and get a suplex in here if we can, because suplexes in Super Robots are the best.
[QM Note on Turn Two] Every time you Strike a target, it counts as One Action. However, as a Notable Character, Callaghan has the ability to Strike Twice as One Action. So you are still getting what you want...but I will interpret your desire to suplex Bandit as such: the second Strike will be at a Disadvantage, but you will get to SUPLEX the SOB if you connect. This is my interpretation.]
Turn Three: Demolisher into Standard Attack, supplemented by Air Support Heavy Weapon Strike, unless any of these would impair the safety of the non-combatants. Reroll again committed to Demolisher unless required to protect non-combatants.

Callaghan and Bandit roll for Initiative!

Callaghan:

Bandit:

Bandit wins initiative for the next three rounds!

Bandit has had enough of this nonsense. Bandit resorts to 'the good stuff' (counts as Heavy Weapons Strike at Advantage, 3d6 to inflict 2 HP).


- Bandit Succeeds!

- Callaghan rolls for Extra Tough (chance to ignore all damage at Disadvantage (1d6)).


- Extra Tough does not succeed. Timberwolf suffers 2 HP of damage.

Callaghan is not impressed. "My turn." (Initiates Demolisher as a Free Action! Counts as Heavy Weapons Strike at Advantage, 3d6 to inflict 2 HP).


- Callaghan Succeeds!

- Bandit activates Dispersion Field (Chance to negate damage, test at 2d6)!


- Bandit negates the damage! (He's still wondering what the scrag is this thing!?)

Callaghan stomps into action! (Initiates Strike, 2d6 to inflict 1 HP. Notable Characters can initiate Strike twice in One Turn.)


- Callaghan Succeeds!

- Bandit cannot use Dispersion Field again this turn! He suffers 1 HP of damage.

Callaghan Strikes again!


- Callaghan Succeeds!

- Bandit cannot use Dispersion Field again this turn! He suffers 1 HP of damage.

Bandit opens fire with arm-mounted blasters (Counts as Strike, 2d6 to inflict 1 HP)


- The rounds do not burn into anything important.

- Bandit resorts to Underhanded Tactics (Trait counts as 'Notable Character,' attempts another Strike)


- Bandit attempts to shank the Timberwolf. It doesn't take.

Callaghan agrees with Bandit. He's had enough of this nonsense too (Initiates Strike, 2d6 to inflict 1 HP).


- None of his blows connect, but there is an almighty fistfight to be had! There isn't terribly much of Fort Brenner left.

Callaghan tries something really stupid. (You wanted a Suplex? I am calling this at Disadvantage (1d6), since Bandit sure as hell isn't going to stick around and take it if he can help it. Re-Roll will Apply.)


- Success! Fate decided they wanted a wrestling match. Does the Kausen side of divinity agree on behalf of Bandit?


Damage negated. But you pulled it off anyway! Bandit suffers 1 HP damage from sheer physical impact. That, and you landed the suplex even though Dispersion Field activated. I have to give that to you!

Bandit makes a judgment roll and gauges his circuits...


Bandit: Slag this! I'm gettin' outta here!


Callaghan and 1st Support Wing aren't too keen to just let him get away. They attempt to fire with the heavy stuff at Advantage. (Combined, 6d6, chance for 2 HP a piece)


- Oh yeah, that's going to leave a mark. Bandit rolls for Dispersion Field to negate 2 HP (this time he can't negate all of it).


- Bandit suffers 2 HP! Negates 1st Support Wing's Heavy Weapons Strike, sustains Timberwolf's firepower.

Bandit escapes! He is fairly hurt, and is not very happy about it.

Earth Union Defense Force Victory
 
Last edited:
So @Basarin what color are our Kaiju scales because I just realized we can pull the palette swap versions of the mook vehicles are inexplicably better trope especially if the scales are red koz red wunz go fasta.

You, good mek, are a right and propah git.

They don't really have a color scheme yet. That's something Sam has noticed, but the Kaiju cultivation farm isn't done yet. There's chances yet to see new traits develop.

Who knows? Maybe the red wunz do go fastah.
 
perfection.

We couldn't take him down, but we fucked him up pretty bad, and actually forced a Kausen unit to retreat.

And we're not even close to being done yet.

Oh yeah, and we probably captured his weapon--hell, if we fucked him up enough, we might have actually gotten useful battle data.
 
Last edited:
Wait he just ran away without having to make any rolls for it? I would have thought that since he'd sustained quite a bit of damage and since we have air support we could have just either transformed back into jackal and caught up to him or just sent our air support after him. I'm honestly really hoping that we have options to just hunt him down.

Also I might be wrong but since we rolled 6 three times shouldn't that be 6 damage and then 4 damage after the 2 damage negation.
 
Wait he just ran away without having to make any rolls for it? I would have thought that since he'd sustained quite a bit of damage and since we have air support we could have just either transformed back into jackal and caught up to him or just sent our air support after him. I'm honestly really hoping that we have options to just hunt him down.

Also I might be wrong but since we rolled 6 three times shouldn't that be 6 damage and then 4 damage after the 2 damage negation.

Orders were that protecting the defector and his contact were more important than confirming the kill.

As it stands, he took 11 HP damage to our three. That's probably not a small number, I'd be surprised if whatever it is that blocks scans of the Kausen failed by the time he booked it, because we fucked him up good. And I find it unlikely he'll have spent time to recover his disarmed weapon either, not when the alternative is getting run down by the fucking combining pro wrestler that nearly killed him.
 
Last edited:
Narration post to come up before I hit the hay.

To quote Sam, True Fact: Today was a somewhat crummy day at work. Typing this helps me to relax. So thanks for giving me plenty of material to work with. :)

Wait he just ran away without having to make any rolls for it? I would have thought that since he'd sustained quite a bit of damage and since we have air support we could have just either transformed back into jackal and caught up to him or just sent our air support after him. I'm honestly really hoping that we have options to just hunt him down.

Also I might be wrong but since we rolled 6 three times shouldn't that be 6 damage and then 4 damage after the 2 damage negation.

For expediency, I combined the two 3d6 rolls at Advantage. Both would count as 2 HP a piece, so I figured to just combine them. I narratively interpret that as "the bad guy's legging it! FIRE EVERYTHING!"

In this scenario, Bandit would have been prevented from escaping if you managed to kill him. After all, you are still very early in development, and the Kausen are still technologically better than everyone else. And despite being a little weasel, Bandit is fairly tough.

I will say this. You nearly killed him. Nearly. A lot of that was him just being absolutely cocky, and you will see later on that the garrison at Fort Brenner actually fought like beasts before they were taken down. He was also fighting Cavalier who was trying to defend the garrison (and a particular human), so he had sustained damage beforehand. You showing up was absolutely not expected, and you capitalized hard on it.

Bandit is going to be carrying a grudge for this one.
 
Last edited:
Narration post to come up before I hit the hay.

To quote Sam, True Fact: Today was a somewhat crummy day at work. Typing this helps me to relax. So thanks for giving me plenty of material to work with. :)



For expediency, I combined the two 3d6 rolls at Advantage. Both would count as 2 HP a piece, so I figured to just combine them. I narratively interpret that as "the bad guy's legging it! FIRE EVERYTHING!"

In this scenario, Bandit would have been prevented from escaping if you managed to kill him. After all, you are still very early in development, and the Kausen are still technologically better than everyone else. And despite being a little weasel, Bandit is fairly tough.

I will say this. You nearly killed him. Nearly. A lot of that was him just being absolutely cocky, and you will see later on that the garrison at Fort Brenner actually fought like beasts before they were taken down. You showing up was absolutely not expected, and you capitalized hard on it.

I won't say by how much, but he's going to be carrying a grudge for this one.

Well, fortunately, we learned a lot from what's quite possibly the first successful engagement against a Kausen unit--and I doubt whatever hax he's using to block scans would have remained intact with the mauling he suffered there, even if it's just his armor plating blocking it--we probably sent several major gouges and breaches in it to work with.

And again, we secured the defector and his contact--and we can probably salvage the disarmed weapon too. I'd call this fight an overall success.

Remember, always seek to save lives over killing the enemy. That's the way of a true Brave!

(Also, I suspect we're going to get an RP bonanza out of this, we buttoned up the situation before the General could butt in, and we're definitively the Big Damn Heroes of the day)
 
Last edited:
Back
Top