So, on further consideration, I managed to figure out how to get the "Sea" unit to work without overspecializing it so much that it's useless outside of its niche ("This sounds like a job for Aquaman!" is a stupid fucking meme. Every one of our Core Units and their supports should be self-sufficient and capable of operating independently, with a specialty that makes them dominant in it).
The core unit for the "Sea" unit is a hovercraft. In vehicle mode, they're a skimmer that outright ignores terrain, has good speed, and powerful ranged weapons, but has relatively poor agility. Support Packs then can let it specialize in underwater combat if need be, or double down on the artillery support aspect. Going from a zippy MBT to being practically made of gun.
Then the "Air" unit would be a gunship/mech, with a Scouting Pack (Stealth and E-War capacities bolted onto the base unit), and an Air Superiority suite (Yet more engines and propulsion, as well as everything you need for achieving air superiority)
It's the shota eff-Oh wait, we don't have one yet. That's what we're missing people! A shota/cute boy around the base, preferably with super-powers. Strangely enough, there's a great chance he has psi powers and/or is a good pilot.
Lame name. What about Fist of Glory? Or the Angry Fisti- You get the drill.
Can Finishing Strikes be used multiple times? Or used multiple Finishing Strike weapons one after the other in sequential turns?
[] Experimental - K-Class "Arc Blade" Melee Weapon - The brainchild of LT Wilde. A weapon utilizing Kaiju cells to empower the blade with high energy voltage, this is a weapon designed for use with the Timberwolf Formation. It is unfinished, but enabling its deployment via TMU could provide test data that could speed its development. Can be used as a standard melee weapon or as a Finishing Strike (Costs 1 RP)
[] Experimental - K-Class "Arc Cannon" Artillery - An experiment by SFC Henry to use Kaiju cells to create a railgun. Unfinished, but experiments show a propensity not for consistent shots downrange, but one massive punishing strike.
I'd say something, but I don't think I have to. The image/reference is amusing enough.
For clarification:
A successful Shock Roll will remove 1d6 from an enemy's next Action taken. This can effectively prevent the enemy from taking any action requiring a dice roll. Context dependent, the shock roll may also factor into the Finishing Strike.
Also, a Finishing Strike is meant as a quick way to deal burst damage to finish off an opponent. In the spirit of most Super Robot Shows out there.
Also, though you've identified a pilot with potential, you haven't really screened or tested him yet. That will come soon.
Since you've all decided that these guys came to the wrong neighborhood, I will write out the next part of the sequence later today.
"Get him loaded up!" Adam shouted to the other engineers loading ammo as he connected one last bulky cable to the V-33. His efforts were rewarded with the steady hum of the module as it began its auto diagnostics. "Ready on the MMI?"
"MMI is calibrating," Katarina chimed in. Having full access to the base meant she could help with the smaller details in events like this. "Everything looks good! Lieutenant Callaghan's MMI is abstracting the debug sequence."
"Fuel, good," Henry said in a distracted manner. "Ammo, good...targeting, good..." He was going off of the checklist like a mantra, perhaps more to pace himself than anything else. Adam sometimes never knew with that guy. He suspected it was due to the time he was discovered he was an alien baby and was then drafted into the mafia.
Henry always denied that. The mafia wouldn't be able to afford the custody rights from another planet, he claimed.
The commandant just stared at the two of them one time when they swapped even more ridiculous origin stories. It made for a good laugh.
"Okay, TMU's good!" Adam announced. Slamming a hand twice against the hull, he and Henry scrambled to get away to safe distance before they were caught by the backwash. "Rich! You're good to go! The TMU will catch up!"
0923, 22 January, A.D. 2071
Commandant's Office
"We're ready," Sasaki announces.
You nod, already considering your options. Third and Ninth Reconnaissance were already out there about to engage the gun trucks, but were holding back until backup arrived. Similarly, the First Support Wing was swinging in wide, waiting for the command to swoop in.
The Westphalians weren't far from the Institute. You didn't want them getting any closer.
"Callaghan."
"Sir?"
"Go get 'em."
Richard ignored all sensations around him as the ground crews finally disengaged from his new ride.
Someone had taken to calling it the Beowulf. He didn't understand why, but the logic seemed to be that if a machine was going to be the core of a Super Robot, it deserved an awesome name.
He'd laughed at it initially, yet he couldn't ignore the appeal. A new paint job, upgraded armor and speed...
Richard smiled.
"Hey, Beowulf," he said as the gates slowly pulled themselves open. "I took you out for a spin last week, but that was just for guard duty. This is the real deal now." He gently tapped the dashboard. "Name's Richard. Nice to meet you."
He might have been imagining it, but the extra roar that emerged from the engines...Richard interpreted it as a pleased agreement.
"Lieutenant, you may launch when ready."
"This is Callaghan," he announced as he revved the engines. "Launching the Beowulf!"
The situation is as follows.
Right now, you see two squads of the tank-mobiles, fanned out and waiting to pick out targets. Between both of them is a squadron of the after-market Bucklers.
You know there are more, but they have chosen not to reveal themselves. They seem to have deployed with an understanding that you are weaker than you actually are.
Show them the errors of their ways of thinking. Order of battle will be dictated over three combat turns each section.
Orders?
Unit One, Beowulf
Richard Callaghan's Jackal. 12 HP. Notable Character - Can make two attacks per turn at 2d6 for 1 HP each. Counts as single Action. Agile - May re-roll a successful enemy attack at 2d6, Threshold of 4-6). (K-Scale – May re-roll a failed Agile test once per turn) Ramming Speed - 2d6 for 2 HP. Counts as a single Action. May attempt a free Strike at 1d6 if successful. Targeting Solutions - If Notable, may target Strikes on different targets. (This also applies for Ramming Speed Strike at Disadvantage) Combine - Spend Action to summon and combine with V-33 TMU.
V-33 TMU, 'Falcon Configuration' -> Foxhound Fire Support - When not Combined, can make periodic Strikes at 2d6 (Threshold of 5-6, 1 HP) every other turn. Is loaded for Combination, so cannot make Heavy Weapon Strikes Notable Character - Can make two attacks per turn at 2d6 for 1 HP each. Counts
as single Action. Combine - Gale Formation: Spend Action to Combine with Jackal. +5 HP to Jackal. V-33 will make one free Strike at Disadvantage (1d6, Threshold of 5-6, 1 HP) during Combine. Agile - Despite the extra bulk, rocket boosters still enable quick movement and limited flight. Can negate one successful Enemy Strike at 2d6. K-Scale bonus applies. Additional Weaponry - Can Re-Roll one failed strike against Enemy Target at Disadvantage (1d6). Can be applied once every turn. Charged Cannon - 2d6, 1 HP, Chance to Shock Enemy at Disadvantage (1d6, Threshold of 4-6). Counts as a Single Action. Targeting Solutions - If Notable, may target Strikes on different targets.
Heavy Weapons - Disposable Heavy Weapons specifically for use with the Jackal. Can make Heavy Weapon Strike against Enemy at Advantage 3d6 for 2 HP twice in combat. After both charges are expended, it is no longer usable. Normally a free Action, but can spend the entire Action to unload both charges in a single round. Arc Cannon - Experimental K-Class Artillery Cannon. Fires electro-magnetically charged shots at high speeds. In its current state, it cannot sustain a rapid pace of fire, but can only fire a single, albeit supercharged, shot. Counts as a Heavy Weapon Strike that can be fired once every three turns. Alternately, can be used as a Finishing Strike. Test roll is contextual, but can deal up to 5 HP.
2 x CR-01 Jackal Squadrons.
Conventional Weapons: May Strike at 2d6 for 1 HP. Applicable every other turn. The Backup - can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Jackal Squadron refresh is delayed by One Turn. Cavalier's Students - May Strike at Disadvantage (1d6) for Free each turn Agile - May re-roll a successful enemy attack at 2d6.
V-33 TMU 'Longship Configuration,' First Experimental Support Wing
Heavy Weapons Strike at Advantage (3d6 for 2 HP). Usable once every three turns.
Westphalian Opposition
3 x Tank-Mobile Groups
2 HP Each
Black Market Conventional Weaponry - Can strike 2d6 twice a turn. If they choose to strike twice, roll the second attempt at disadvantage. Inflicts 1 HP.
2 x Buckler IFV Squadrons
3 HP Each
Unreliable Weaponry - Can strike 1d6 for 1 HP.
After Market Armor - Re-rolls successful
enemy strikes at Disadvantage (1d6) once per turn. Successes negate damage.
So the biggest threat is those tanks. The Bucklers seem to be set up as meat shields. I recommend an alpha strike using our units Conventional and Heavy strikes on the tanks. Geek the mage as it were.
My biggest fear is that if we go too hard to begin with then the hidden enemy will decide to just run away instead of engaging. Also we really need some better anti-cloaking tech.