Super Robot Quest

Turn Four, Year Two: Investments and All
1121, 3 April, A.D. 2071
Commandant's Office


You never thought you'd have to explain to alien robots the idea behind 'April Fools.'

Especially when Patch discovered that he'd had pink paint fall on his head.

Or when Sasaki discovered to her dismay that her tea was replaced with root beer.

Or when your coffee was swapped for decaf.

Katarina had finally lost her patience with Wilde and Henry, and simply sealed them inside of their workshop for the majority of the day. You fully endorsed the action.

"Are they still filling out paperwork?" you ask Sasaki.

"Yes." She doesn't even look up from her book.

"You know, if you really wanted to make 'em miserable," Sam suggests from his own book, "I could make 'em scrub the K-Class tanks next week."

"I do have a few consoles that require maintenance too," Ignatov says idly.

"We get it, okay!?" Wilde howls.

"No," you shake your head, "I don't think you do yet."

"Told you it was a terrible idea, LT," Henry mutters.

That'll learn 'em.


RESOURCE POINT INCOME: 15 RP + 3 RP (Landing Pad) - 7 RP (Enclave, Fact Hunt, Outposts, Pilot Training (Satsuma), Xenotech Lab (Upgraded Equipment), Anti-Gravity, ESP Theory) = 11 RP

'Katarina's Support!' – You may add +1d6 to one Action ONCE THIS TURN. Refreshes for next turn!


Special Actions

Construct Legionary Enclave – One of the Legion's engineers, Architect, has arrived as part of the advance party. Once he links up with Wilde and Henry, the three of them will put their heads together to begin discussions on where and how the Enclave is going to take shape. Both sides seem to be agreeable with each other so far, and the fact you're helping build a new permanent home for them is only improving the situation.

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

Mander Security Solutions - Your forces have the most experience fighting off unwanted attention from separatists. The Valiant has been fighting them since Day One of its creation. Send Rotterdam over to Mander Security Solutions with Intelligence Services backing to see what she can learn about how to best fight against Westphalia.

Cost: 1 RP Locked
Duration: 2 Turns

Fact Hunt - With Anna Smith from the Intelligence Services on hand, you now have a lot more resources to keep tabs on the rest of the world in case you might become involved. She has taken Wallflower, Rotterdam and Rockefeller under her wing, and is ready to send them out again to liaise with other Intelligence Service agents. She just needs the resources to do so. If you go with this, choose one. If you choose this, this action will be locked until one queued Fact Hunt finishes.
-[] The Yukimura Institute - Besides the K-Class Materials (which you're keeping under wraps), you haven't had much to do with the Kaiju yet. Now that you have the Intelligence Services' backing, it might do to send Wallflower to the Yukimura Institute directly. See what he can learn and find out about how they do business, particularly with the Black Guardian of the North.

Cost: 1 RP (1 RP Locked Next Turn)
Duration: 2 Turns

-[] Internal Politicking - You yourself always try to stay away from politics, but this is a job that is not giving you that luxury. You at least want to send someone out there to see what people are making out of all of this. Anna is more than happy to assist you in this regard, this being her job and all.

Cost: 1 RP (1 RP Locked Next Turn)
Duration: 2 Turns

-[] First Response Corps - You have a wealth of information now about the Kausen conflict, but the First Response Corps have had the most exposure to cleaning up the mess those fights leave behind. Rockefeller can link up with Colonel Kim to see what else she can learn about the battlefields and anything potentially left behind, and learn what you can from their perspectives. You already have a good reputation with him, so this shouldn't be difficult.

Cost: 1 RP (One Time Investment)
Duration: 1 Turn



Defense Force Actions

Creative - You may reduce the Success Threshold of any one Defense Force Action by -1.

Aviation – Eye in the Sky – Sasaki was quite happy with having the Yuri Gagarin on station in November. She was not so happy when you had to give it back. She wants to know if there is a way we could get our hands on our own.

Duration: 2 Turns
Gain a Stork-class Dropship (allows for independent missions)

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 Locked
Duration: 1 Turns
Progress to Security Net, Greater Local Security

Pilot Training - Cadet Satsuma - Though her primary job in the base is liaising with the Legion, there is no reason not to test CDT Satsuma's aptitude for piloting. She might actually be more talented than you realize, but you won't know until you try.

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

Base Defense – The Third Air Defense Force really should have seen something, but for whatever reason they didn't. Though you do not want to start any nasty political wars (any further than your existence alone does), it's better to take the defense of this region into your own hands. You have BG Peters' full backing on this.
-[] Upgraded Radar Tower – BG Peters has no complaints against you and Sasaki wanting even greater radar coverage. Not only would this provide greater local radar coverage, this would allow you to tap further into the EUDF Global Network. This is more expensive than the Outposts, but also allows you to see much farther than your local area.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Progress to Security Net, Greater Local Security, Greater Awareness of Global Threats

Additional Actions Pending Completion of Outposts

[] A Helping Hand - The sappers know the drill by now. If you can spare some resources, you can speed up the construction of an ongoing or new build project.

Cost: 2 RP (One Time Investment)
Duration: 1 Turns
Reduces Turn Duration of one construction project by One Turn. Cannot be reduced below One Turn.

Pilot Training – It's becoming more imperative to start training and grooming new talent to take to the field ahead of any new machines we make. Lieutenant Tellison is now undergoing training, and there's undoubtedly more talent that you haven't tapped into. Thanks to Sam and the Duo's efforts, you have a pretty reliable way of finding and training new talent. Best get to it!
-[] Pilot Training – Find New Talent – You have an entire base of personnel to tap into, all with varying abilities and psychic potential. The option remains to find new talent, but you'll have to invest into actively searching.

Cost: 1 RP (One Time Investment)
Duration: 1 Turn
Chance to find new pilots (2d6, Threshold of 5-6)

-[] Pilot Training - Callaghan - Richard Callaghan is the most seasoned pilot you have, but even an old dog can learn new tricks. If you set aside some time and resources, Cavalier is more than willing to run some more training with him. Callaghan is sure to benefit from the wily scout's training.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance to gain and increase combat stats (2d6, Threshold of 4-6)

Muster for Battle - You've recently produced several brand new designs. Now is a good time to decide if you want to invest in converting an existing formation to use them. This would be a great field test of their capabilities, and would give your supporting units a nice booster shot to the arm. You already have pre-existing squadrons, so conversion would only take about a month. If you decide to do this, choose one.

Either action will Cost: 2 RP (One Time Investment)
Duration: 1 Turn

[]Convert a formation into Mechanized, CR-04 Phalanx.

- Conventional Weapons: Can Strike at Disadvantage, 1d6, Threshold of 5-6. Can inflict 2 HP per Strike. Can Strike every turn.

- Heavy Weapons: Can make a Heavy Weapon Strike at Advantage every four turns. Currently can only deploy Conventional Heavy Weapons (3d6, Threshold of 5-6, Inflicts 2 HP). Counts as the Phalanx's Action. Can be upgraded in future turns.

- Shield Wall: Can choose to absorb an incoming Strike for an allied Support unit. Will absorb -1 of the original Strike, but damage effects of The Backup will take effect. Roll 1d6, Threshold of 4-6. Can be upgraded in future turns.

- The Backup: Can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Phalanx Squadron refresh is delayed by One Turn. When facing multiple enemies, Conventional Weapons may be used every turn instead of every other turn.

[]Convert a Reconnaissance formation to using CR-03 Steed

- Conventional Weapons: Can Strike at Disadvantage Three Times in One Turn, 1d6, Threshold of 4-6. Can inflict 1 HP per Strike. Can Strike every other turn. Can target multiple targets if desired.

- Agile: May re-roll a successful enemy attack at 2d6 (Threshold of 4-6).

- Distraction: CR-03 Steed can force enemies to re-roll a successful Action. Can be used once every four turns.

- The Backup: Can be targeted by enemies to delay Conventional Weapons Strike. If Enemy successfully hits, Phalanx Squadron refresh is delayed by One Turn. When facing multiple enemies, Conventional Weapons may be used every turn instead of every other turn.

[] Test Fire! - The Engineers actually didn't have to spend too much time building this one, it translated fairly well. That being said, Sasaki and Callaghan are going to be more comfortable letting anyone use it by giving it a test run first. It may have to go back to the drawing board, but better that than having the damned thing blow up in your face.

Cost: 1 RP (One Time Investment)
Duration: 1 Turn
Chance to discover new Energy Heavy Weapon traits (2d6, Threshold of 5-6)


Engineering Actions

Upgraded Equipment - When dealing with Xenotech, no matter how irascible or grating it is to deal with Max, it's better to have dedicated and proper equipment! The staff is just gonna have to suck it up. At least they'll have Ivanna helping every so often, right?

Cost: 1 RP Locked
Duration: 1 Turns
Will allow Max to reduce the Threshold of ONE Xenotechnology project each turn. Cannot be reapplied to an ongoing project.

K-Class Materials Experiments - There is still room for improvement using the K-Class. There really isn't too much direction at this point, but if you give the Duo the resources to tinker around, they're bound to come up with something.
-[] This Hand of Mine... - The Blazing Fist on the Timberwolf Formation is potent. But Wilde and Henry think they can make it even more destructive. Who are you to say no to that?

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Chance to greatly increase Blazing Fist's capabilities (2d6, Threshold of 4-6)

-[] K-Circuitry - The Phalanx shows that the K-Circuitry enables much more power and reaction time from pilots enabled with it. However, the Phalanx needs that extra power to simply move normally (even if it still hits really hard). What would happen if you put that into the Beowulf and its Formation components?

Wilde and Henry's answer: "Let's find out!"

Cost: 1 RP (One Time Investment)
Duration: 3 Turns
Chance to increase basic combat stats of the Beowulf and Formation modes (2d6, Threshold of 5-6)

Configuration - The Phalanx was far more successful than it had any right to be. You also recovered the broken remains of the Westphalian warmachines, including the monstrous Pilum-class custom. It's broken, but you can make some use of it…
-[] Enemy Wreckage – You have examples of the strange guntrucks/tank destroyers (called Tank-Mobiles apparently) and the monstrous Pilum-class custom's remains. Wilde and Henry noticed at a glance that both seem to share the same principles of engineering, ones that seem to also share a few ideas on variable configuration (if absolutely crude and inefficient). With your permission, they want to dig into this.

Cost: 2 RP (1 RP Locked)
Duration: 2 Turns
Chance for Breakthrough (5-6, Threshold of 5-6)
Gain analysis of Westphalian Equipment, Unlocks New Options

-[] The Shield Wall - As you begin committing the Phalanx prototype to the Beowulf treatment, it's best to start taking a look at what would be even feasible to conduct combinable configuration with. Are the Shepherd and the V-33 'Falcon' suitable? Or are you going to need a brand new approach to the Phalanx? (Or whatever you're going to name the DFRI flagship model)

Cost: 1 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Insights into what is required for Phalanx Combine Formations

Supercomputer AI - Dr. Ignatov has been relatively quiet as of late, but you now know why. He and Katarina have been hard at work investigating the additional fragmentary codes emerging from the Lair. They have concluded that they are unlikely to actually develop into code by themselves...unless we give them a push. This is once again brand new territory for Ignatov, so he's requesting redundant resources in case something goes wrong.

They have provided options below. You may choose one.
MMI Supplemental Development - In short, there's enough fragmentary code to be a part of an AI personality, but not enough to develop one on its own. But if someone were to spend some time with an MMI helmet with the code, the code fragments will draw from the member's ESP waves and fill in the gaps. You will get a personality that resembles the contributor, but still be its own individual.

Ignatov and Katarina are adamant that you take at least two months with this approach.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Will gain new AI Supercomputer Personality, Will be slotted as a Mecha Personality

Functional Supplemental Development - The fragments are smart enough to fill in the blanks given enough hints. Katarina suggests placing the AI in areas where it can observe where you want it to work. The likeliest candidate right now is the Engineering Bay, but that can be changed if you wish.

Both Ignatov and Katarina also want to take their time doing this.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Will gain new AI Supercomputer Personality, Will be slotted as an Adviser Personality


Science Actions

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

Increased Exposure to Individuals - You've determined it won't hurt anyone, and Max has devised means of containing it (through judicious application of Rupture Foam) if it tries. As a test, she's going to place it in a sealed containment unit with just enough room for it to subtly scan people above ground. Completes this turn

Anti-Gravity – Max honestly isn't sure what to make of this one. Though it is not the classic sci-fi portrayal of anti-gravity, it certainly has the potential to greatly lower the weight of classic metal materials. But Max can't really give a professional opinion until she takes a closer look, but she doesn't expect it to take very long.

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

ESP Theory - There's always room to improve your understanding of ESP Theory, even though by now you've explored a fair amount of territory doing so. Sam wants to push things further, but there's so much to do in there. He is prioritizing the Psychic Choir phenomenon, along with determining if psychic powers can develop any other additional traits.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough at Advantage (3d6 (Experts), Threshold of 5-6)
Progress in ESP Theory

[] Kaiju Biotechnology - Though a younger field than ESP, the biotechnologists are ready to break open even more secrets from the kaiju samples. With an emphasis on learning how to shape K-Class Materials into artificial shapes, they have their work cut out for them.

But the power of metal will provide.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Kaiju Biotechnology

Xenotechnology – Max has what you would call a mixed set of problems. On the one hand, she suddenly has a windfall of stuff under her specialty she needs to study! On the other hand, she doesn't have any facilities dedicated to studying any of it yet! She'll make do, but she's ecstatic that she has all sorts of new toys that "promise to make physics CRY!"

-[] Energy Shard Processing – The lifeblood and currency of Kausen society apparently. It seems straightforward enough to Max: processed energy essentially scrunched into a tiny package. Human energy processing such as oil, gas and fusion power apparently translate quite nicely into Shards (which explains the constant raids from the Free Brothers). Max is confident she can replicate it, but the bigger question to her is how we can use it safely.

Cost: 2 RP (2 RP Locked)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Progress in Xenotechnology, Bonus RP Generation Option


-[] Kaus Armor Plating – Otherwise known as 'zirvitium alloy.' Max is predicting that it is very good at absorbing the energy blast weapons favored by Kausen warriors, but it's otherwise just a very sturdy set of armor plating. At least at first glance. She has some science to do on this one.

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

-[] Dispersion Field Plans – "It's a damned force field!" At least that's what you think you heard Max cackle. You're not sure. You just know that Galbinus told you it's not a complete set of the plans. It's just as much of the plans that some former shield engineers in the Legion scribed down from memory. On the plus side, it means you can create something uniquely yours.

Cost: 3 RP (One Time Investment)
Duration: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
Progress in Xenotechnology, New Combat Options
 
I guess nobody's playing Monopoly, because Major Devin would proc his "Logistics" skill near constantly.

That ends with an early Bad End, because we all know how friendship-breaking that game is.

I will trust my friend with my car before I cede control of the Mediterranean to the bastard. :p

Looks like the vote for Sheol's writeup wins. I'll likely get that up sometime tonight or tomorrow. For now, enjoy the turn opener!
 
[X] Plan: Rolling Thunder Science!
-[X] Upgraded Radar Tower (3 RP)
-[X] Test Fire! (1 RP)
--[X] Diana's Support
-[X] K-Circuitry (1 RP)
-[X] Enemy Wreckage (2 RP)
-[X] The Shield Wall (1 RP)
-[X] Ivanna Reroll on Anti Gravity
-[X] Kaiju Biotechnology (2 RP)
-[X] Kaus Armor Plating (1 RP)
--[X] Katarina's Support

Keep chopping away at the science pile.
 
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Ayup.

I'm going to post what it does in a bit. Just letting my mind take a breather for a bit.

Edit: That, and you don't have to spend nearly as much to get it to Combine.
 
[X] Plan: Rolling Thunder Science!
-[X] Upgraded Radar Tower (3 RP)
-[X] Test Fire! (1 RP)
--[X] Diana's Support
-[X] K-Circuitry (1 RP)
-[X] Enemy Wreckage (2 RP)
-[X] The Shield Wall (1 RP)
-[X] Ivanna Reroll on Anti Gravity
-[X] Kaiju Biotechnology (2 RP)
-[X] Kaus Armor Plating (1 RP)
--[X] Katarina's Support
 
[X] Plan: Rolling Thunder Science!
-[X] Upgraded Radar Tower (3 RP)
-[X] Test Fire! (1 RP)
--[X] Diana's Support
-[X] K-Circuitry (1 RP)
-[X] Enemy Wreckage (2 RP)
-[X] The Shield Wall (1 RP)
-[X] Ivanna Reroll on Anti Gravity
-[X] Kaiju Biotechnology (2 RP)
-[X] Kaus Armor Plating (1 RP)
--[X] Katarina's Support
 
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Those bastards! They deserve everything they get.

Devin: "Wilde, Henry. Let me make something very clear. You can prank the Kausens. They don't our ways, and this could go a long way towards inter-species relations. You can prank Sasaki. She could use a bit of loosening up....yes even now. You can the rest of the men. They might even enjoy it.

But.....you never. ever. ever. Mess with my coffee."
 
Musings of a Madman
"Useless."

The beast thrashed against its prison, roaring its protests against its coming fate. Encased in its genetic sculpting cage, a mixture of water and the strange energies projected from the deceptively thin barriers rendered the mighty blows of the kaiju as helpless as an infant. Yet for all the restraints, the cage shuddered from each blow.

It didn't matter.

"Oh, my latest little disappointment, would you grant me the courtesy of at least attempting to recognize the futility of your efforts? As I do my own, for the wasted time I've put into your creation?"

With the press of a button, the kaiju was engulfed in a flash of blinding light. He impassively watched the writhing silhouette within struggle fruitlessly for a full minute as the arcane machines stripped flesh from the bone, blood from the marrow, and rendered the priceless genetic material back to its base components.

"You will be far more useful as building blocks for your successor," he said to himself as he turned about, his mind already on more pressing matters.

Alien lights of indescribable colors highlighted the pallid nature of Dr. George Sheol. Once pale skin was now green in appearance, brown eyes now an unnatural yellow. Well-trimmed hair had grown out of control, splayed in all directions. Any trace of the man who always strode confidently towards his experiments was gone, replaced by a shuffled limp as he supported himself with a cane pilfered by his minions.
None of this bothered him. Let other fools claim that he was slowly losing himself in the depths of this paradise. He was invigorated.

And yet not all was well.

As he approached his throne at the end of the walkway, Sheol spied the disheveled form of his aide. "Ahh," Sheol said as he slowly ascended the steps to his throne, laboriously pulling himself up each step with his cane. "A communique for me?"

Light passed over the hunched over figure, revealing its lizard-like face and scales. Sheol smirked at the appearance. Proclaim him mad, would he?

Well, the investigator would never think anything ever again.

Accepting the tablet, he then tapped the mindless thrall's head with his cane, signifying it was dismissed. As the creature scrabbled down the steps in a hurried manner, Sheol sighed as he settled into the throne. "I will have to make more," he mused as he looked over the tablet. One eyebrow raised at the contents.

"A contract from Koenig?" he muttered. "…hmmph. He thinks I can magically summon a kaiju on the drop of a hat, does he?" He paused. "…however close to the actual truth of things that is." His reverie was interrupted by the skittering of claws, punctuated by the muffled screams of-

He smiled. "Ahh. Fresh material. Good. I was running low on raw resources." He frowned abruptly. "Still running low." He looked over the contract once more. "…an attack on the North American District's west coast," he mused. "It has been far too long since we have seen fit to entertain such a wonderful audience. High time that they were given an encore performance."

The genetic memories of his last failure flashed across the flesh-like monitors in front of him. The image of that damnable black giant featured prominently as it reared its fist back to strike at the kaiju. "Mercury V," he scowled. "Always there to save the little parasites that rule from Unity Station." A fist clenched, and shook violently. "Damn you, Rin! Damn you and your Aeon Particle theorem! I would be so much closer were it not for your - !"

Sheol's body shook violently, even as he breathed deeply to reign in the anger. After a minute, the red haze slowly faded away. "…no, no," he muttered, in between gasps. "There will be a time for that…later. For now…I must recoup my losses."

He looked over the contract from the self-proclaimed Westphalian lord with a new eye. "…I suppose there is no harm in this," he decided. "Let Mercury V patter about Asia all he likes. I will turn my attention back when it is time." He looked up at the latest batch of prisoners his minions had brought in. "Soon. Soon I will have enough material to bring this world to my vision."

He began entering commands into the throne's console. "But I must start somewhere…the new product will make for a fine next attempt…yes…"

No one could hear the screams.

No one that mattered.
 
Oh, Sheol....you're going down.

Edit: 'Scuse me a sec:

List of Things that must be Fucked up:

1. Prof. Sheol
2. General Armistead (Maybe)
3. Westphallians
4. Not!Decepticons
 
Well certainly as crazy as we thought and has pretty much lost his humanity at this point.

Also plans on attacking us and apparently works with rebels but likely only for new material for him to work with, makes rebels dumb for supplying a madman that likely has no love for them either.

@Basarin question, based on Union intelligence do they think that Sheol had/has some sort of major backer that helped set him up with his kaiju making facilities in the first place? Do they suspect possible extra-terrestrial knowledge considering how advanced it all is in general and the fact something that huge was hidden from sight?

Wonder if we are dealing with a Pacific Rim type of situation with there being a group(s) that benefits from sending giant monsters to harm humanity.
 
...do they think that Sheol had/has some sort of major backer that helped set him up with his kaiju making facilities in the first place? Do they suspect possible extra-terrestrial knowledge considering how advanced it all is in general and the fact something that huge was hidden from sight?


You will have options to pursue that line of questioning. But safe to say that it's unlikely IS is any closer to finding Sheol than Yukimura's gang is.
 
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