Super Robot Quest

SRW V was the perfect mobile game for me last year when I had to travel. Having something like that on the Vita is pretty amazing.

I'll get the narration up sometime today.
 
Oh my, even the support staff is going full super robot! Sasaki has unlocked her first Spirit power!
One of the first support Spirits you get is Scan after all.

You need someone to exposit about how bullshit the target is before you kill it!
As for Fight or Retreat (I renamed it from the previous name, but still the same mechanics), that determines if the enemy will stay and fight to the end, or retreat and try to become some kind of recurring villain. Certain effects such as the Charged Cannon's Shock will allow you to mitigate those rolls, forcing them to stay.

Narratively, however, Warlord is just so pissed off at you that he would not contemplate retreat. And he's dead now for his troubles.
Also for non SRW players, SRW has a thing where a bunch of bosses will retreat at certain hp or unit thresholds(some cowards flee once you kill enough mooks). This is annoying because they flee, and cost you veterancy kills, as well as the substantial loot drops and cash value of the boss.

The fun part is, the retreat threshold is usually within range of a fully buffed up attack sequence. So you get to kill them, but they escape by plot, with loot drops.

(Distinct from the inverse phenomenon of the True Final Boss where you face infinite boss rush that just respawn more shit as you kill them)
 
Also for non SRW players, SRW has a thing where a bunch of bosses will retreat at certain hp or unit thresholds(some cowards flee once you kill enough mooks). This is annoying because they flee, and cost you veterancy kills, as well as the substantial loot drops and cash value of the boss.

The fun part is, the retreat threshold is usually within range of a fully buffed up attack sequence. So you get to kill them, but they escape by plot, with loot drops.

(Distinct from the inverse phenomenon of the True Final Boss where you face infinite boss rush that just respawn more shit as you kill them)

I've had to deal with shit like that in my current playthrough of SRW V.

Fuck Defiance.

Just fuck it and all the Bosses that it.

Also Barriers.

And Guard.
 
SRW V was the perfect mobile game for me last year when I had to travel. Having something like that on the Vita is pretty amazing.

Unfortunately I don't have the Vita and emulators don't work well with it yet, so shame.

Also for non SRW players, SRW has a thing where a bunch of bosses will retreat at certain hp or unit thresholds(some cowards flee once you kill enough mooks). This is annoying because they flee, and cost you veterancy kills, as well as the substantial loot drops and cash value of the boss.

That must be it. Back when I played the games (OG1 and 2), finishing moves weren't a thing. Instead, they were powerful attacks you spammed as much as you can, but your enemy always died by explosion regardless of the cause, which was lame.

And way too many words.

"You're already dead."

Fixed. Shorter and to the point, although I like my "GIGANTO CANNON!!!" line for the Engrish moment, seeing that random untranslated Japanese is a thing.
 
Personally I like the sound of Reaper Cannon.

Edit: So, novel idea for an application of barrier tech. A short term retreat denial field. It's codename? Thunderdome.
 
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@Basarin, basically I assume that by this post:

Well, battle plans in this game tend to be prettt straight forward. I'll see about adding more variety later.

you meant you want to encourage more debate on tactics rather than people simply voting for the first good looking plan.

This is stuff I feel should be noticed when going forward. I attempted to break it into 2 discrete subjects:

1) Mechanics only and tactical depth - Currently since we are at the very start of our Super Robot our puerly mechanical options are limited. We could only chose to bring one combination robot to the fight and after combining Callaghan only had two options: Attack conventionally and use the shock cannon. Adding to that is that bringing more toys to the battlefield costs precious RP so it incentivizes to bring the minimum amount of weaponry which means less tactical options during the fight because it's all frontloaded at the start of the mission. This particular nitpick is probably going to go away when the Super Robot grows more and has more weapons intergrated into it so it has more tools to choose from even in the middle of the fight.

The other tactical roadblock is enemy composition. Bandit and Warlord were singular boss encounters that didn't require target prioritization, but the Westphalian tanks were very easy to "solve" because of how lopsided their stats were, if the Buckler had the attack capability of the Tanks then the question of who to attack first would be actually meaningful. This will also probably change once we meet enemies with more elaborate gimmicks (like creating reinforcements on site) and our Super Robot won't have the tools to instantly negate them.

2) Narrative and creativity - The system is freeform enough to encourage people to put their own spin and suggest tactics that aren't actually part of the mechanics but can be done so anyway (like Callaghan disarming Bandit), the problem is that uncreative people or people with poor visualization skills have less to offer here.

Compare my hypothetical plan for this turn to what @Alectai wrote

Hypothetical SITB plan said:
[]Plan seizing weakness
-[] Turn seven- if Callaghan wins initiative uses standard strikes to pile damage, otherwise default to shock cannon. Commit rerolls to offense.
-[] In rest of the turns use shock cannon and commit rerolls to defense unless Warlord is stunned due to using Alpha strike, if he is stunned use conventional strikes. The supports should fire as soon as possible and on turn 9 use the Arc cannon.

[X] Whoever said Dogfighting is dead?
-[X] Turn One: It's a gunship, built for hosing down fire on ground based targets for the most part. A weapon of terror if you will--it's not built to fight something that can get above it--at least in theory anyway. After all, it can't point those claws through its rotors, right? Standard Attack and Shock Cannon, Reroll reserved for evasive actions.
-[X] Turn Two: Oh hey, our air support's back, let's have them do a bombing run while we get some distance, maybe see if we can straight out disable its flight systems? Or otherwise ground it? Just fire everything! Reroll reserved for evasion
-[X] Turn Three: FINISH HIM! Shock Cannon to hopefully immobilize him, and Finishing Strike Arc Cannon to seal the deal.

One of those plans is clearly better at giving the QM a framework to work with, and assuredly it isn't my plan.

Alas I don't have any idea of how to tackle this problem because if I did I would use it to become creative myself. :V

Allowing for freeform actions like the suplex is good for it though, since it allows for people to suggest their own crazy ass ideas.

A small nitpick that could become a larger problem later is that the battle was kinda light on descriptions of our foes. The Pilum was noted to be a gunship and the closest thing we had to its description was:
The Sensor Mask plates, finally spent, simply detached from the Pilum's hull as it gained elevation over the copse of trees. Some of the lesser trees simply broke from the howling winds generated from the customized engines powering the rotary-blades, and some of the bottom parts of the hull twitched, as if wanting to stop hiding from the world. Soon, Warlord thought.

How big it is? How armored it is? What is it's color? Me and @Alectai debated on wether the Pilum was a speed type that can dodge Callaghan's attacks or is it simply armored enough to withstand them, and I feel that being unsure on stuff like that hampers the Write-In maneuvers.




Take this all with a large grain of salt since I have no experience in running quests or roleplaying sessions. :V
 
Another thing to consider once this is dealt with: Start investigating/spying the other SR agencies, because they WILL do the same with us.

Personally I like the sound of Reaper Cannon.

What about:

"REAPERU CANNON: FINAL BEAM MODE!!!"


Edit: So, novel idea for an application of barrier tech. A short term retreat denial field. It's codename? Thunderdome.

Funnily enough that was a thing in GaoGaiGar too. Not named like that, of course.
 
Another thing to consider once this is dealt with: Start investigating/spying the other SR agencies, because they WILL do the same with us.



What about:

"REAPERU CANNON: FINAL BEAM MODE!!!"




Funnily enough that was a thing in GaoGaiGar too. Not named like that, of course.
But it is not a beam weapon... it is a rail gun?
Edit: how about REAPERU CANNON: WHIRLWIND SHOT!
 
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Oh jeeze, they're going to be those chivalry stereotype pilots with "Muh Honor! Duel me!" While doing all sorts of underhanded shit when they have the advantage...

On the bright side, we might find some actually honorable sorts among their ranks we can convince to join us.

Then we can start making our Not!Sanger robot!
 
The only acceptable Chivalrous Pilot is one who bears a BLADE THAT CLEAVES EVIL, and knows that REAL MEN RIDE EACH OTHER!!!

They're not chivalrous. They want the "old world" back, in the sense of installing smog factories again in order to have their indentured orphan workers spent their lives to enrich the (always cruel) owner. Perhaps I'm exaggerating a bit though.
 
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