Super Robot Quest

[X] Plan: Post Operation Retooling

Finally, some spying action. It seems we need to build more advanced research facilities soon though.
 
As in, we need a battleship equivalent to base our mechs off when on remote deployment. Said battleship needs to be huge. It needs to fly. It needs to have armor that can shrug off any portable weapon. It needs enough interior space to hold and provide basic servicing for a crew of mechs and support vehicles. It needs All The Sensors.
So what you are saying is we need to get ourselves a helicarrier.
 
As in, we need a battleship equivalent to base our mechs off when on remote deployment. Said battleship needs to be huge. It needs to fly. It needs to have armor that can shrug off any portable weapon. It needs enough interior space to hold and provide basic servicing for a crew of mechs and support vehicles. It needs All The Sensors.

So what you are saying is we need to get ourselves a helicarrier.

If we're going for flying Mecha carrier it should have a wave motion gun since nearly all of the mecha carriers have them.
 
Think I'll call the vote here
Adhoc vote count started by Basarin on Jun 2, 2018 at 7:16 AM, finished with 35 posts and 16 votes.

  • [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Pilot Training – Tellison (2 RP)
    -[X] Outposts (1 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
    [X] Plan: Post Operation Retooling
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Command Center (3 RP)
    -[X] Fact Hunt (2 RP)
    -[X] Outposts (1 RP)
    1. -[X] Upgraded Radar Towers (2 RP)
    -[X] New Customers (3 RP)
    -[X] Potent Shocks
    -[X] Energy Blast (1 RP)
    [X] Plan: Robots First, Then Pilots
    -[X] Modify Cavalier (2 RP)
    --[X] Katarina's Support
    -[X] Construct Legionary Enclave (3 RP)
    -[X] Command Center (3 RP)
    -[X] Energy Shard Processing (2 RP)
    -[X] Kaus Armor Plating (1 RP)
    -[X] Dispersion Field Plans (3 RP)
 
Formal unit design submission.


Designation: PA-1 Hardhead
Role: Sealed hardsuit for personnel enhancement
Description: This advancement came from the DFRI's engineering department having too much downtime and a surplus of high powered motors from various other Configuration projects. While much more "proof of concept" than the Jackal this armored exoskeleton uses the same motors and first generation MMI in order to augment the wearers strength and prevent them from being crushed by the loads they might be carrying (such as salvaging wrecks on a recent battlefield, using your colleagues as jacks when the Workshop crane is down for an overhaul, and as a mostly safe alternative to a ladder to fix the broken pipe that services the staff room in the Workshop-W).
External Uses: As the MMI is officially Sealed, it is unlikely the Hardhead will make it beyond the DFRI. (It should make for much easier battlefield salvage and improved infantry contributions to combat operations though. Give every man a AT weapon like a recoil-less rifle and if nothing else they could clear help clear the enemy chaff instead of the Jackals.-W)
Future Development: (Thinking of a Configuring motorcycle or ATV, to be the Jackal but smaller for the Response Corps. Obfuscate the MMI as a passive bioelectric scanner only looking at the motor cortex, forearm hard point for heavy tools...-W)
(Lieutenant, please restrain your editing of official documents to not include brainstorming.-S)
 
Plan: Post Operation Retooling
-Modify Cavalier (2 RP)
--Katarina's Support
-Command Center (3 RP)
-Fact Hunt (2 RP)
-Pilot Training – Tellison (2 RP)
-Outposts (1 RP)
-New Customers (3 RP)
-Potent Shocks
-Energy Blast (1 RP)

Chance for Bonus RP (1d6, Unknown Thresholds)


Warlord was apparently a royal pain in the rear end, and you have more than enough remains to confirm KIA status! The Intelligence Services are happy to send something your way for the trouble!

Katarina's Support Applied! Chance for Greater Success at Disadvantage (1d6+1d6, Threshold of 4-6)

No complications, no delays, and Patch is satisfied that we know what we are doing. Cavalier can now configure into a Jackal alt-mode!

Chance for Additional Traits (2d6, Threshold of 5-6)

New Trait Discovered! Will be unveiled on results.

Chance for Breakthrough (2d6, Threshold of 5-6)

Breakthrough achieved!

Ninja Edit: K-Class Weaponization included!
Chance for Breakthrough (2d6, Threshold of 3-6 (Fresh Battle Data))

Good success!

Ninja Edit the Second: Joint Operations!
Chance for Breakthrough (2d6, Threshold of 5-6); Chance to Discover New Actions

Interesting insights were made into the interplay of psychic signals and K-Class Materials...
 
Last edited:
Seems like someone broke out the good stuff for our rolls.

I wonder if we'll get an Intelligence Services personnel as a liason.

Like Gilliam Yeager.
 
Seems like someone broke out the good stuff for our rolls.

I wonder if we'll get an Intelligence Services personnel as a liason.

Like Gilliam Yeager.
Here's hoping we do since we need an Intel service agent working with us. Having one could have better prepared us for the Westphalian attack.
 
Nice, breakthrough on our K-Tech and Psionic synergy check.

We knew it was a thing, but it's good that we've confirmed it's a thing.

This year will be a good one.

(I just noticed the recent ninja edit, can you tell?)
 
Turn Two, Year Two Results
Plan: Post Operation Retooling
-Modify Cavalier (2 RP)
--Katarina's Support
-Command Center (3 RP)
-Fact Hunt (2 RP)
-Pilot Training – Tellison (2 RP)
-Outposts (1 RP)
-New Customers (3 RP)
-Potent Shocks
-Energy Blast (1 RP)

Locked Actions Remaining
- Hello, I Am A Spy! (0 RP)
- K-Class Weaponization (1 RP)
- This Goes to No Museum (0 RP)
- Joint Operations (1 RP)



Special Actions

LOCKED - Hello, I am a Spy, How Can I Help? – You have Warlord's remains set aside, with all the reports and analyses prepared. Time to see what the Intelligence Services think.

Cost: Free (this is going to happen regardless)
Duration: 1 Turn
Chance for Bonus RP (1d6, Unknown Thresholds)

1010, 4 February, A.D. 2071
Secure Vault


"Is everything ready?" you ask Sasaki as you descend into the secured vault. This building you kept relatively underground and distant from all but the Barracks, in case the worst should happen. At least then armed men and women could come rushing in as a first response.

She nods. "The remains are prepared, the scans and the reports compiled. The IS will find everything in order."

"The wreckage?" you quiz her.

She gamely responds, "The Engineers are piecing together what they can. We should have something in a few days."

"Which is how long the general said they'd stick around," you agree. "Alright, we're just about ready for them then."

"Which is great," a new voice abruptly says from ahead of you, "I'm ready to get started with examining things." Both you and Sasaki immediately draw your sidearms and point them at the source of the voice, a figure leaning against the door from the opposite end. "Good reaction speed," the voice continues to compliment. "Also, you guys have really great security. It took me a long time to get in here, biometric authorization or not."

"And you are?" you ask in an even voice.

"Your 1030 appointment," the voice says with an amused tone. "I'm just a bit early." The figure steps around the door, and a young looking woman wearing nondescript casual clothes appears. Her short-cut hair is blonde, and her green eyes twinkle with amusement. "Anna Smith," she introduces herself, holding up her Identification Card. A moment later, the rank transponders belonging to you and Sasaki ping in the positive, followed by a brief authorization code issued in Brigadier General Peters' name. "Earth Union Intelligence Services."

You immediately move to talk before Sasaki can say something. Her brow is already twitching dangerously as is. "We didn't expect you this early," you manage to say. You've had to deal with your share of spy-types, and it seems they're mostly cut from the same cloth: they wander where you don't want them to, and are mostly unapologetic about things. "Or we'd have laid out a reception." It's only when the authorization code is in agreement with the mainframe that you holster your weapon. Sasaki is just slightly slower than you in this.

"You're technically the third incursion," you dryly comment, though you hide your annoyance.

"We noticed," Anna says un-apologetically. "Mainly because conventional elements that should have screened Westphalian approaches didn't. And Intelligence has a vested interest in making sure nothing breaks into here." She smirks a bit. "Brigadier General Peters made that pretty clear to my boss, I think."

"Sounds like her," you agree. You decide to just roll with it. "So what did you want to review first?"

"A copy of the reports, then the actual remains," she says, unhooking a backpack that you failed to notice before. Before long, what looks to be forensics cases stamped with the Intelligence Services' barcodes are produced. "I trust you guys, but procedure says I have to make sure. Then we can talk about how we can help you; IS wants in on this gig you've got."

Sasaki finally relaxes, though she still looks really annoyed. And you have no doubt that Katarina is also going to be rather annoyed at this whole thing. But if it means she's the last one to break in like this, you'll endure the annoyance. People up top are apparently considering you more of an asset, after all.

For better or for worse.

New Adviser(?) gained! Anna Smith, Intelligence Services!
Warlord's remains confirmed! You will gain +6 RP next turn!
Action "Configuration: New Customers" modified this turn!




Modify Cavalier – As part of your agreement, you will oversee the surgical modification of Cavalier (the volunteer test subject) to adapt the Kaus to Variable Configuration. Patch is part of the advance party in anticipation of moving closer to the proposed base site, and there is no way he is not going to oversee this process. With Katarina and the Duo assisting Patch, Cavalier will be the very first Kaus to be modified to configure into native Earth vehicles.

Cost: 2 RP (One Time Investment)
Chance for Greater Success at Disadvantage (1d6, Threshold of 4-6)
Duration: 1 Turns
Cavalier undergoes modification to configure into vehicle mode

1738, 6 February, A.D. 2071
Motor Pool, Engineering Bay


"Energy flow is steady," Katarina says dutifully. "Just a few bursts, the system is now adjusting to the new normal."

"Everything looks good," Henry adds. He manipulates the controls, and the servo arms make a few minor adjustments in Cavalier's body. You can't see it from your vantage point; eerily similar to a human surgical operation, an enormous sheet-like tarp is laid over the still body of Cavalier, laid down on a massive table brought in by the Legion's advance party; only the head remained exposed. That just leaves you to see only the lights of sparks from beneath. "Just a few minor corrections to make. Some of the Jackal parts don't really mesh well with a Kaus body."

"They don't have to," Wilde points out. He's backing a Hound-class truck laden with spare parts for the Jackal. "The body's just kind of handling everything we put into it." He brings the machine to a full stop, and Henry's servo arms pluck a few additional parts before attaching them to the body. "Does it weird anyone else out that we're replacing half of his body with this stuff?"

"This is not necessarily unusual," Patch says. A holographic display of some sort is superimposed next to his face, with one optic constantly on it while the other keeps an eye on Henry's work. He easily towers over every other participant in this procedure. "Kausen physiology is extremely adaptable. It has to be; we modify ourselves on a regular basis to suit our current circumstances." He at least seems to have calmed down over the issue of your staff operating on Cavalier. "But much like how human physiology takes time to adjust to transplanting organic components, our bodies need time to modify and adjust the new machines transplanted into them. Limbs included."

"Is that why you had to remove all that?" Satsuma looks a little green from watching the procedure, but she's gamely holding on to watching it.

"If we didn't, he wouldn't be able to configure," Katarina says. "Cheer up, Jessica! He'll be right as rain."

"She isn't wrong," Patch agrees. "My compliments to you all. You are fairly decent at this."

"Hey, we'll take it," Wilde shrugs. "We've been experimenting how to make machines change in ways they shouldn't for almost two years. This is just kind of pushing it further than we expected."

"Aaaaand...finished," Henry announces. The servo arms all withdraw, and the attached machines all withdraw to give Patch room to fully inspect the work one last time. "Patch, everything check out?"

"Wait one," he idly says as he does one last diagnostic.

You shake your head as you watch from your vantage point. When you started, you never expected this would be where the road would take you. Yet here you were, observing as your engineers conducted surgery on a Kaus in the name of improving relations between humanity and the representatives of a foreign dominion.

And you were only at this job for just over a year!

"Everything is aligned," Patch announces. Reattaching the frontal plates, which incongruously sounds like slamming the hood of a car engine down, he applies one final bit of adhesive before nodding to Katarina's avatar. "Ma'am," he says. You found it amusing that to a Kaus, Katarina and Ivanna were treated respectfully enough by the Legionnaires to be noticeable. "If you would reactivate him, please."

"Starting now. It should take about a minute."

Just under a minute later, the red optics on Cavalier flash online. "...wh...whodawut?" he mumbles. Apparently Kausen also get those kinds of mornings when they wake up. Interesting.

"The procedure was successful, Cavalier," Patch announces. "Your new friends seem rather capable at this."

"...heh, told you," Cavalier grins. He looks down, seeing the tarp. "Mind if I take a look?" he asks.

"Just don't move," Patch warns. Taking hold of the tarp with both hands, he slowly pulls the tarp off of Cavalier.

"...huh." Looking down, you see that Cavalier's body looks very different. Before, it was a blocky humanoid form. Now, Cavalier could easily pass as a spin-off production model of the Beowulf. Only the head unit and his original color scheme of dark-blue remained exactly the same. "This feels...different."

"That looks really cool!" Satsuma gushes. Her earlier queasiness about the whole procedure is seemingly forgotten. "How soon can you try this out?"

"When I say so," Patch says with a sense of finality. "Medical orders, Jessica."

"You're no fun," she huffs.

"No, he isn't," Cavalier agrees. "He's a medic. And contractually bound to be what you call a 'stick in the mud.'"

Patch just glares at Jessica. "This is your fault he's starting to talk like a human," he mutters.

"You say that like it's a bad thing!" Jessica says with a grin.

You tune out the rest of the conversation, only nodding to Wilde and Henry as they begin cleaning up. Galbinus at least will be happy; he has living proof that the technology you gave him really works.

Cavalier can now configure into Jackal alt-mode!
Satisfied part of your agreement with Galbinus!



Defense Force Actions

Command Center - You wanted a command center. You need a command center. You can justify a command center. You're tired of directing operations from your office. Besides the fact it's downright cool, it will also provide additional options during deployments or - goodness forbid - another base defense.

Cost: 3 RP (One Time Investment)
Duration: 2 Turns
Constructs Command Center. Unlocks Additional Combat Options.
Outposts – From what you can tell, the Westphalians were able to take advantage of the tiniest gaps in your security net to sneak through. While this may be closing the barn door after the horses left, you're not taking any chances. Set up some outposts in key positions to make sure no one gets another chance.

Cost: 1 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Progress to Security Net, Greater Local Security

Construction began on the new Command Center and outposts at the beginning of the month. And you received help from an unlikely source: Architect, the Legion's engineer. Though he originally arrived as part of the advance party to help build the Enclave, when he heard you were going on a building spree he was intrigued and offered to help. You saw no reason to turn him down, so you let him loose on the Duo.

Architect is a quiet fellow. As is usual for the Kausen, he towers over everyone else. Unlike the other Legionnaires, however, he 'only' towers over everyone else the same way an aircraft loading staircase might; Wilde and Henry stand up as tall as his waist. Swathed in dull gray and black highlights, Architect's eyes are obscured by a dull black-tinted visor and his lips - it still takes you awhile to reconcile that metal can move like that - are always muttering something, usually to do with designs.

To no one's great surprise, all three get along quite well, and take to constructing the new projects with a will.

Seeing this as a good test ground for building the Enclave, Architect suggests building the Command Center underground, seeing as how you already have dedicated facilities down there. It would just be a matter of expansion below while constructing high-speed elevators to bring personnel up and down, though fire escape stairways would be something of a cardio workout in case they were needed. Wilde and Henry filled in the remaining gaps; basic services would also need to be expanded below ground, and of course the super computers needed to be wired down there as well.

The same applied to the outposts. Wilde and Henry decided, with input from Captain Sasaki, that the outposts needed to cover as much ground as possible while also overlapping with each other. Taking advantage of the dense woodlands that dotted this part of the world, Wilde and Henry decided to try the underground approach with the outposts as well. Architect seems to be a fan of the woodlands area, and suggested that the Duo also take advantage of disguising any sensors or external equipment to weave into the woodlands' features.

Needless to say, both projects are going to take awhile, but you at least have the group gainfully employed.

Command Center will conclude at the end of Turn Three, Year Two! Outposts will conclude at the end of Turn Five, Year Two!

Pilot Training – Tellison – Tellison has already proven himself in the defense of the Institute. Perhaps it's time to begin testing him more fully to take to an MMI-based machine?

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Additional Traits (2d6, Threshold of 5-6)


Having learned her lesson with Callaghan, Sasaki is not nearly as strict with Tellison. With the MMI and simulations having the benefit of nearly half a year's worth of experiences to draw upon, Tellison is quickly put through tests proportional to the Jackal's basic abilities. She is actively assisted in this by Callaghan, who by now is rightly considered an old hand at this and is taking it on himself to train up his peer.

The results are interesting.

Where Callaghan is more of a quick thinker and fighter, Tellison is much more of a leader. This was made very clear in the fight against Warlord a month ago, as he was able to rally the Ninth Reconnaissance around him. But it goes further than that. So far, he is proving to have an uncanny ability to rally groups of people into responding quicker, moving faster, hitting harder than their weight class.

He's experienced enough at piloting a Jackal, but you privately wonder if he's meant for a different machine. One that hasn't been built yet, even. But all the same, you also wonder if he'd be better suited to a machine with crew members in mind instead of just piloting one himself.

He's otherwise capable enough, but Sasaki and Callaghan want to spend at least one more month training him. Fair enough. You're going to need all the quality help you can get.

Showing initial trait of "Leader." Can rally Support Units to great efficiency than standard. Full trait statistics will be unveiled next turn.

Fact Hunt – With the distribution of the Jackal and the TMU chassis spreading (slowly) to all corners of the EUDF, more and more people are becoming aware of the DFRI. You already have a very solid in with the FRC, but this would also be a good time to liaise with other organizations. Sasaki's agents are on standby.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Gain New Contacts, Unlocks New Actions

Overwritten by "Hello, I am a Spy!" To be followed by Interlude




Engineering Actions

LOCKED - A new adviser. Katarina still has one more 'sibling' waiting in the wings. With Sam and Max already accounted for with Ivanna, it's just a matter of choosing where this next one will go. Remember: you only have one left right now!

Duration: 1 Turns
Progress to Supercomputer AI
Introduces New Adviser/Assistant in Science Category. Creative - You may reduce the Success Threshold of any one Defense Force Action by -1. The best solution isn't always obvious, something that this personality intrinsically understands. Sometimes, success can be redefined if you take a closer look at what you are actually aiming for.

0900, 18 February. A.D. 2071
Captain Sasaki's Office


The newest addition to the team simultaneously is and isn't what you expected.

Katarina is a nice, cheerful, bubbly girl that Ignatov has taken to treating as a surrogate daughter.

Ivanna is calm, composed, and utterly resigned to reigning in the worst mistakes made by Sam and Max.

This one?

Well, Sasaki couldn't be happier.

"Sir, Ma'am." At Sasaki's terminal, a new avatar has finally finished compiling, and a young woman appearing for all the world as a model cadet was standing at attention. "This is Diana, reporting in."

"At ease," Sasaki says, and the avatar stands at ease, with both arms resting behind her back. "Can you describe your position?"

"At a minimum? I am to assist you in managing all Defense Force assets, including battlefield analysis, application of defenses, and the testing of new equipment," she rattles off. "Unofficially, however, I think I can help achieve our goals with much less pain." She tilts her head as she thinks on what to say next. "The same resources applied to different hot spots will make all the difference, and we can achieve more without needing extra."

"Very good," Sasaki agrees. "For now, liaise with Katarina to gain familiarization with your duties as she hands them off to you. Then report back to me within an hour."

"Understood!"

When she dematerializes, you offer a wry grin. "So are you going to haze the new cadet with all the extra duties?" you ask.

She shrugs, offering a similarly wry grin. "We will see. I am still grateful for the extra help."

New Adviser Gained: Diana!
New Defense Force Passive Bonus: Creative - You may reduce the Success Threshold of any one Defense Force Action by -1.

New Customers - Aside from the Air Defense Forces, you still have some interested parties. Peters has agreed to act as an intermediary again.

Cost: 3 RP (One Time Investment)
Duration: 1 Turn
Chance to Gain additional RP per turn at Disadvantage (1d6, Threshold of 4-6 due to good reputation among decisionmakers). Success will grant +2 permanent RP, failure will grant +1.
Will roll for customer.

Roll overwritten by "Hello, I am a Spy!" To be followed by Interlude.

K-Class Weaponization - A fiery fist was a good start, along with the other Mecha-scale weapons you made. Now the Duo want to go full ham on it. With a better understanding of what makes the K-Class workable, they want to create even bigger conventional weapons with K-Class. Or crazier weapons. Bigger and Crazier. Yes.

With fresh battle data, they have the time to make even better improvements!

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 3-6 (Fresh Battle Data))
Unlocks Special Attacks

Potent Shocks – Though the shock properties hold promise, it isn't potent enough yet. You can change that. You can change that a lot.

Increase the Shock chance of Charged Cannon to 2d6

The recent attack, unfortunate as it was, provided a treasure trove of battle data for the Engineers. Wilde and Henry greedily took the battle data from the Arc Cannon, and reapplied it to the final products.

In the name of streamlining their production, both Engineers combined forces to mull over what they discovered. It turns out that the Arc Cannon actually shorted itself out after blasting Warlord out of the sky. Intriguingly, the K-Cells (the modified batteries derived from Kaiju tissue) were still working just fine, it was the rest of the machinery that had burnt to non-functionality. At least the battle ended, but the Spark Caliber ended up frying the whole thing. And after double checking the math, Wilde concluded that the same thing would happen to the Arc Blade.

Their answer was to modify the Spark Caliber and rework their respective weapons entirely. Reworking the Spark Caliber as a (rather massive) magazine to load into each weapon, each Caliber would function as a one-time use function to empower the weapon to ludicrous degrees. Meanwhile, the internals were further isolated from the delivery mechanism of electricity, and reworked so that it had no chance to flow anywhere except what it was meant to empower. They soon found this offered a lot of residual energy that was being wasted before in flashy but inefficient displays of power, power that they could now allocate to other purposes.

The finalized Arc Blade, for example, could now generate an electric field that acted as a defensive barrier. Unlike the Dispersion Field fielded by Bandit, it couldn't prevent damage from coming through. But it could reduce it by a significant amount, and any enemy attempting to attack through that field would find itself taking additional damage just for making the effort. The Spark Caliber would slot neatly into the hilt of the blade, and then overcharge it for a devastating finishing attack.

The Arc Cannon, which saw the most benefits from the battle data for obvious reasons, had a much more attack-oriented benefit. The idea of creating a rail gun was fulfilled, but Henry wasn't happy with simply firing an overpowered slug every so often as the only option to complement firing a focused lightning storm. Instead, he used the newly freed electricity to load another function; firing rail gun rounds in rapid succession. It would burn through a magazine quickly, but it would offer a quick succession of strikes that would batter down defense very quickly. The Spark caliber in turn would slip into the loader slot, and then effectively fire a massive lightning storm at the enemy.

Using those same lessons, the Charged Cannon was reworked to offer a much more potent jolt of power. It could still only be used periodically and was still horribly cumbersome to fire, but now it stood a much greater chance of overwhelming the enemy with a debilitating amount of electricity.

All in all, you and the Duo are quite pleased. Warlord's attack was good for something!

Finalized products of Arc Cannon and Arc Blade gained!
Arc Cannon - Fires electromagnetically charged shots at high speeds.
-Can fire as a Heavy Weapon Strike that can be fired once every three turns (2d6, Threshold of 5-6, 3 HP).
-Can be used to launch a Rapid Fire Strike once every two turns (Can launch two simultaneous Strike Attacks, 2d6, Threshold of 5-6, counts as a single Action).
-Can be used as a Finishing Strike. Test roll is contextual, but can deal up to 6 HP.
-Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.
Arc Blade - A collapsible sword that can be supercharged with electromagnetic force.
-Can deploy an electromagnetic field that reduces the damage of one attack by 2-5 HP. Any enemy attempting to attack is struck with electromagnetic backlash, inflicting 1 HP for each attack. Field stays online for one turn of combat, can be activated as a free action. Refreshes every three turns.
-Can be used to make regular Strike Attacks. If used this way, can inflict 2 HP per Strike.
-Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.
Charged Cannon now can Shock at 2d6!
New Action Unlocked!



Science Actions

Passive Bonus: Calm: Ivanna's help enables you to re-roll one failed Science Action Test this turn.

LOCKED - This Goes to No Museum - Xenotechnology – You don't know what it is. Sam doesn't know what it is. Max sure as hell doesn't know what it is (if her story of high explosive debates are to be believed). But Ivanna has confirmed that the object is artificial in nature, and is emitting some kind of energy inconsistently. It isn't dangerous, and is in a solid containment unit in any case, but this is going to be a very long-term study.

Max is quite grateful (in her own way) for the support and funding. Mostly the funding. But the support is nice.

Duration: 3 Turns
Observations of Alien (?) Artifact

Max confirms that the artifact is scanning people. It never lingers for very long, but it's actively scanning for something.

People are slowly being rotated in with radiation suits, but this was dropped after a week's worth of tests. There simply isn't any radiation or harmful energies being emitted, and everyone was screened carefully for any lingering effects. There weren't any. It is all perfectly benign as far as she can tell.

What is it scanning for? You can't tell, and you're not sure anyone in your base actually qualifies. But you're not about to expose anyone outside of this base to the thing just to find out.

In the midst of all this, Max is slowly discovering that there are rapidly changing energies being formed inside of the artifact. And that's about all she can determine. The thing looks like it's getting ready for something, but at the same time it seems content to just sit there and scan people.

But since it's been determined that anyone can safely handle it (with care), the question remains.

What can you do with this?

New Actions regarding the artifact unlocked!

Joint Operations - Sam has noticed something about the K-Class Materials. It reacts to outside stimuli, but reactions to machines operated by the MMI or exposure to directed psychic signals are inconsistent. This lack of consistency offends Sam. He wants to know why this is happening.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6); Chance to Discover New Actions

"Sam here. I'm not entirely sure what to make of this."

"We subjected the recent batch of K-Class to more tests, this time with the MMI. We decided this time to go ahead and use the ol' enhancer helmets in the molding process of new K-Class. As a control test, we tried something really ridiculous, and decided to see if we could make an action figure out of kaiju tissue. So we gave a researcher an MMI helmet, and told him to use the fabricators using K-Class while thinking about making toys."

"I'll be damned, it
worked."

"The fabricators spat out a 1:60 model kit of Mercury V. It's organic, we know that much, but you'd have fooled me in thinking it wasn't. It feels like diecast metal, and I get the feeling of not wanting to touch it. Not because it's K-Class or anything, I'll handle that stuff all damned day. No, it's like the feel you get when you open an unsealed Issue #1 from a collector's case, minus the soul-crushing wail of the collector."

"Not that, uh, I have any experience with that or anything. Disregard."

"Still, this bears more investigation. If K-Class is reacting to psychic manipulation, that means the Engineers can start refining that K-Scale they're using. Or hell, they could probably start putting more Kaiju-parts into the skeletal frame of the Beowulf. Might be that the MMI is treating the K-Class as a machine and abstracting it that way, and the K-Class is just rolling with it. I'm not sure if that's safe or not, so we're gonna investigate."

"No idea if the model itself works, though. Kid refuses to touch any of it. Collector's item, he says."

"Sam Carlson, we're done here."


K-Class Materials confirmed as reacting to active psychic manipulation.

Energy Blast – With the study on Bandit's rifle, Max has a good grasp of how to replicate the Kaus energy blasts. However, she flat out tells you that putting it into a 'handheld' package for the Beowulf is right out. She can, however, turn it into a Heavy Weapons package. One that promises to be much more potent than the rocket launcher you've set aside for the Beowulf.

Cost: 1 RP (1 RP Locked)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Xenotechnology, New Combat Options

Log #1: Attempted to replicate the blast into a bazooka. Blast destroyed bazooka. Insufficient. I probably made a physicist cry from the attempt. Quota met. Next.

Log #2: Attempted to 'package' pre-charged charges (ed, think different wording) into a grenade launcher. Fun explosions, didn't work. Only likely made one physicist cry. Did not meet quota. Am sad by this. Next.

Log #3: Determined that Kausen method of producing energy blasts on the fly incompatible with human metallurgy methods at present. Energies reproducible, but cannot be held by human-made containment chamber for long. This does not sufficiently give physics the middle finger. Must find alternate method.

Log #4: Consulted with Engineers. They suggested K-Cells to introduce slow charge in conjunction with treated K-Scales. Will investigate.


Progress (?) towards creating a Kaus Heavy Weapon Strike package.
 
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