Super Robot Quest

They Called It Mad!
0900, 26 June, A.D. 2071
Landing Pad, Pegasus


You are by now convinced that your staff and your allies are sandbagging you.

You blink. "This was just a set of engines a month or so ago," you say quietly.

Architect nods. "Quite. Very inefficient engines at that," he agrees. "Made improvements. Much more efficient. Can even utilize Shards."

"Dug up all the defects inside, too," Wilde chimes in. "Runs better than new, even, Sir!"

"It'll get you where you need to," Henry says. "Though we did have to hide the Kausen mods a bit. Doesn't make sense to advertise that part just yet."

"And the armor?"

"Zirvitium," Max says nonchalantly. "All connected with K-Circuitry."

"And the best K-Class Science can provide," Sam chimes in.

"SCIENCE!"

"The bridge design-?"

"The girls insisted," Ignatov says with a wry smile. "They claim they'll be able to do more good if they can stream directly into the ship's consoles and databanks."

You finally turn your attention to Sasaki herself. For a woman who cultivates a no-nonsense personality, she seems entirely too pleased with herself. "I'm assuming the Energy Blaster setup was your idea?" you say sourly.

"This has at this point become a flying corvette, Sir," she says, completely unapologetic about the whole thing. "A broadside turreted configuration was the only real option to take."

"Just..." you hang your shoulders in defeat and sigh exasperatedly. "Just admit it, Sasaki. You had them design it this way because it looks really cool."

"...most of it actually was done without my input," she admits. You just stare at her. "It is true!" she insists, crossing her arms as she defends herself. "I only insisted that it retain an acceptable carrying capacity, firepower, mobility, and provide battlefield communications!"

"Not that you are complaining about the end results, Captain," Architect says in a sly voice.

"Absolutely unrelated," Sasaki answers with a straight face.

You...honestly have no room to complain, what with how the Command Center was set up. Yet, you do have to admit: the team really outdid themselves.

The newly created Pegasus, you can say with confidence, has no equal that exists in the world yet, and certainly none within its class in the EUDF. Originally intended to just be a mobile command and control center with old legacy features from the Stork-class, your team had gone completely overboard when presented with the opportunity to create something unique and new.

The result was a hull that greatly resembled a flying heavy cruiser of the twentieth century. With a structure full of harsh angles that a Naval Defense Force sailor could appreciate, the rather massive dropship still had a menacing profile to it. With overlapping plates of zirvitium and K-Scale encasing the hull in its entirety, closer examination would give the impression of a scaled creature plowing through the air in an impatient effort to close with the enemy. From its belly were the loading and launch bays, all for the purpose of supporting and bringing to the fight the Super Robot and its subordinate support units.

More noticeable than anything, however, was the firepower the Pegasus brought to the table. Along the top of the Pegasus, from stem to stern were concealed turret emplacements, all equipped with the new Energy Blaster packages. Sasaki was not kidding when she said this thing could bring a broadside to bear; it would not win a fight by its lonesome, but when supporting a Super Robot, you would not care to be on the receiving end of that supporting fire.

"...okay," you admit. "Okay. Fine. You can say it."

"I told you so, Sir," Sasaki says, dragging the sentence out with every sign that she was enjoying this.

"Yeah, yeah," you grumble. At least you have something substantial to show to Peters if she asks where the heck those resources actually went. It's a little hard to brief to a brigadier general, "We were constructing a flying drop ship of doom and destruction from discount parts because we could," but maybe she'll believe that when she actually sees it.

It'll make for one heck of a talking point.

Created the Pegasus-class Dropship!
-Can carry 1 Core Unit (w/1 Combine Formation support) and 1 Support Unit for Free.
-Bigger Guns: Every three turns, the Pegasus may initiate a Heavy Weapon Strike. Automatically equips the most recent Heavy Weapon you have developed (such as the Energy Blaster) at no cost.
-Can remain mobile even while deploying units.
Sasaki and the staff are smugly pleased. You're never going to hear the end of it.
 
Turn Seven, Year Two: Crunch Time Again
1411, 1 July, A.D. 2071
Command Center


"Two months until we go public," you say. "So naturally I'm expecting things to go horribly wrong."

"I would call you pessimistic," Sasaki says, "if it weren't for our track record so far."

You and Sasaki are standing in the command center's bridge. Below, you see a flurry of movement as technicians are rushing to and from the Pegasus, all conducting routine maintenance a little more intensely than your standard stock item would require. But the Pegasus is anything but a stock item. It hasn't even been tested in combat conditions just yet, so the paranoia is warranted.

You glance at the sheer coverage of vision now afforded to you by all the improvements made to the outposts and the radar tower. "Just you watch," you sigh. "Right before, or during the unveiling, the Free Brothers will start dropping asteroids on North America, the Kaiju will show up at Los Angeles for takeout burgers, and the Westphalians will start launching zeppelins or something at us. All at once. Just for kicks." You rub your forehead in annoyance. "Anything else I should know?"

"There is." The display switches to what looks like a blueprint layout. "With all the success we have had with our prototypes, we are confident that within a few months we can begin a fresh construction effort. A dedicated Super Robot, without the constant incremental improvements." Sasaki grimaces. "It is not going to be cheap-"

"-but nothing we ever do is," you finish for her. "Fair enough. Just keep me posted."




Resource Point Income: 15 RP + 3 RP (Landing Pad) - 6 RP (Gattai, Fact Finding, Triple Change, Steed, Shattered Spear, Dispersion Field) = 12 RP

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



Special Actions


What is Gattai? Why does your pilot keep saying that? - You aren't surprised that additional details about the Timberwolf and the Foxhound have already filtered back to Galbinus. But he's approached you with a surprise offer: could you modify several Legionnaires to conduct combining configuration?

He understands this is asking quite a bit out of you, but he's willing to compensate you for your assistance.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Chance to gain bonus to future Combination experiments. Gain greater relations with Legion. Will be able to call upon Legionnaire Combiner on occasion for reinforcements. Will gain Temporary RP income for the next four turns

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 Locked
Duration: 1 Turn

Fact Hunt - Political Concerns - Anna manages to corner you and lays out an uncomfortable fact for you - within two months, the DFRI is going to have a lot of exposure. Now, the DFRI is going to be known by name, reputation, and deeds - but the actual location is going to remain a tightly guarded secret. (Anna assures with a wry grin that the heads of the Intelligence Services were taking the lead on that)

That said, it wouldn't hurt to send your people out to get a temperature check. Word has already been filtering out to various senior commands, and aside from the FRC you have no idea how you'll be received. Now's a good time to send some feelers out, and perhaps see what you can do to get into others' good graces.

You may choose one.
-[] Air Defense Force - Let's be honest. Armistead just flat out confuses you. He doesn't support his own subordinate commands, he lets something as large as a Westphalian raiding party just drive past his territory, and he belittles your efforts every chance he gets.

Anna's given assurances that this is typical politicking behavior, but you want more assurances than that. Anna's game for it; send someone out to get a temperature check on the people under Armistead's command. This is also a great opportunity to see what others in the Air Defense Force are making out of the designs that have come from your people.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance to improve relations at Disadvantage (1d6, Threshold Unknown)
Gain additional information on General George Armistead and the Air Defense Force; gain information on overall opinion of the Air Defense Force of the DFRI

-[] Naval Defense Force - Interestingly enough, the Navy has been warming up to the V-33, but you know nothing about what they think beyond that. They seem neutral about you, but you've also heard they are the most skeptical. You don't know for sure.

They have heavily invested resources into fighting the kaiju. Aside from cooperative ventures with the Yukimura Institute, they have not had all that much luck either. Maybe you can bring them to your side by lending them a hand.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance to improve relations at Disadvantage (1d6, Threshold Unknown)
Gain additional information on the Naval Defense Force, and their overall opinion of the DFRI

-[] Ground Defense Force - Having gotten their hands on some of the Jackals, the EUDGF isn't really sure what to make of your work. You have your advocates in the EUGDF, but you also have just as many critics.

So all in all, it could be worse.

Anna's willing to help you out with gauging the mood to see what overall opinion is, and how best to get around any thorny issues.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Gain additional information on the Ground Defense Force, and their overall opinion of the DFRI



Defense Force Actions

Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.

[] 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. 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.



Engineering Actions

Passive Bonus: Stubborn. Rolling a 1 on any dice will prompt a Re-Roll.

[] K-Class Materials Experiments - This Hand of Mine... - The Blazing Fist on the Timberwolf Formation is potent. But Wilde and Henry think they can make it even moredestructive. 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)

[] Configuration - With Our Powers Combined... - So the Psychic Theater works. At least it does in a controlled environment. But what about in practice? Wilde and Henry are a bit skeptical, especially since the main best examples - the Timberwolf and the Foxhound - aren't exactly co-pilot friendly. But they're willing to give it a go.

Callaghan's involvement was a no-brainer, but Satsuma has also volunteered to see if this is viable.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Test to see the effects of Psychic Theater outside of the laboratory
Will modify vehicles for ease of co-pilot use
Gain bonuses to Combining Configuration

[] Supercomputer AI - 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 (You may choose either as standalone pilot or as dedicated co-pilot)



Science Actions

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

[] 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.

With everything else that you've been doing for the Legion, Galbinus has offered to detach one of his specialists to come help you establish this. He points out it's only fair after having given him both the Configuration methods, built a new home, and gave him a brand new alt-form.

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

[] Kaiju Biotechnology - A Smart Suit - "True Fact: the K-Suits are emitting psychic energy, but we don't know how or why. We know for a fact that we can make use of psychic signals, but we want to know if we can put this to use with the Super Robot. Can we turn a spiffy suit of dead kaiju armor into a supplement for the MMI?"

"No idea. But we're gonna find out. Sam Carlson, we're done here."


Cost: 2 RP (One Time Investment)
Duration: 2 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Kaiju Biotechnology
 
Last edited:
Turn Seven, Year Two Results
Special Actions
What is Gattai? Why does your pilot keep saying that? - You aren't surprised that additional details about the Timberwolf and the Foxhound have already filtered back to Galbinus. But he's approached you with a surprise offer: could you modify several Legionnaires to conduct combining configuration?

He understands this is asking quite a bit out of you, but he's willing to compensate you for your assistance.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
Chance to gain bonus to future Combination experiments. Gain greater relations with Legion. Will be able to call upon Legionnaire Combiner on occasion for reinforcements. Will gain Temporary RP income for the next four turns

1842, 8 July, A.D. 2071
Medical Station, Legion Enclave


Boris Ignatov sighed at the results. "There are times I hate it when I am right," he muttered. Looking up at Patch from his workstation, he said, "The personalities are not meshing quite right. Thankfully no damage has been inflicted on them just yet, but-"

"I would not criticize yourself so harshly, Doctor," Patch said. He fidgeted slightly; his own alt-form modification to a Coyote field hospital was taking some getting used to, clearly. As he made another modification to the comatose form of one of the volunteers, he added, "Were it not for those fail safes you implemented, their personality matrices could have harshly deteriorated much worse than this."

"It should not have happened at all," Boris countered. "But there is something preventing these three from merging properly. I am unsure if it is a mental block, or something that they fundamentally cannot agree on that is preventing them from meshing properly."

"There may be something to that," Patch mused. Rubbing a hand to his chin, he said thoughtfully, "Understand that the Legion are not purely law enforcement or military. Quite a few are refugees in every sense of the word. Dockworkers, engineers, laborers…gangs, even. It is only because of Galbinus that they can work together; not every mech gets along."

"But they insisted on this procedure going forward," Boris protested. Inputting more command prompts on his console, a diagram showing the frequencies of the personalities were overlaid over the others. "They are just on the cusp of it, but incomplete!"

"There may be little you can do," Patch sighed. "It will be up to them to resolve their differences."

"…suppose we gave them a helpful push in the right direction," Boris muttered. His thoughts were already mulling over an idea.
Complications prevented due to Ignatov's previous concerns. He and Patch have some ideas of moving forward.

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 Locked
Duration: 1 Turn

1633, 15 July, A.D. 2071
Commandant's Office

"So what are Aeon Particles?" you ask Anna. She'd returned from Kyoto not too long ago, but despite the long flight involved, jet lag seemed to do nothing to her.

"I couldn't get my hands on the math," she shrugs, "And the EUDF Pacific Command already has some kind of deal going on with them, so I figured it was better not to step on too many toes this close to going public. But talking with Dr. Yukimura gave me enough leads to get my hands on these."

A moment later, a stack of copied paper thuds onto your desk. "A copy of his old university thesis," she explains. "I'll save you the issue of reading the damned thing, but he was starting to get his ideas from this as early as 2055."

You just stare. "Sixteen years ago?" you ask incredulously, to which Anna cheerfully nods. "And why didn't he get any funding for something like this?"

"Simple: the peer review board laughed their asses silly and kicked him out," she explains. "So he went independent. Teamed up with another professor-" she places another set of dossiers on your desk, "-Dr. Samuel Vaughn, the guy who makes Tritonium alloy, and Masaru Yoshida, someone who markets it."

You pause to think over that information. Tritonium alloy is something that was being bandied about back in the logistical world as something new and innovative years ago, but was still stuck in the purgatory known as Defense Force Contracting Review. You wouldn't be surprised if it was just starting to see distribution, but heaven knew where or how it was going to be incorporated. "And the pilot?"

"University student." She places another dossier down. "Hiroki Matsumoto. A former delinquent, but seems to be thick as thieves with Dr. Yukimura. Pretty level-headed kid from what I can tell, and…well. We've all seen his piloting work. He's been at it since Day One."

You remain silent as you look over the executive summary Anna attached to the thesis. "So he's using an Aeon Particle Generator to suck up the particles," you say, more to yourself than to Anna, "and collects it into something that can be used?"

"Pretty much," Anna says. "But that's as far as I was able to get with Wallflower. We just know it powers Mercury V, and lets it do that freaky icicle crap we see it do all the time." She frowns. "I wasn't able to get any eyes on anything that lets them predict where the Kaiju show up. Or if they even can tell and are just really lucky with guesswork or can get there really quickly."

"Still a hell of a lot more than we started with," you say. "Good work."

Gained greater intelligence on Mercury V and the Yukimura Institute!

Air Defense Force - Let's be honest. Armistead just flat out confuses you. He doesn't support his own subordinate commands, he lets something as large as a Westphalian raiding party just drive past his territory, and he belittles your efforts every chance he gets.

Anna's given assurances that this is typical politicking behavior, but you want more assurances than that. Anna's game for it; send someone out to get a temperature check on the people under Armistead's command. This is also a great opportunity to see what others in the Air Defense Force are making out of the designs that have come from your people.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Chance to improve relations at Disadvantage (1d6, Threshold Unknown)
Gain additional information on General George Armistead and the Air Defense Force; gain information on overall opinion of the Air Defense Force of the DFRI

You're honestly a little shocked at what Anna's found. You knew that the Air Defense Force was full of divas (and you still refuse to apologize to Sasaki for saying that; it's a small form of payback over the Pegasus issue), but to this extent?

In short: there's quite a lot of storied families in the Air Defense Force. Those of wealth, specifically. Now, this is not unusual; even dating to pre-Unification militaries – and hell, even those of the national militaries of post-Unification – families of means, wealth and old ties have a tendency to send their sons and daughters to serve in the more 'glamorous' service (and having seen the difference between a Ground and Air Defense Force base, you derisively insist that the first installations the Air Defense Force prioritize are the Officers' Club and the Golf Course before any consideration to air strips). For the most part, aside from accusations of haughtiness or arrogance, they worked fine with the other services (and each other) and contributed just as much hard effort into upholding world peace as anyone else.

So why the hell are there so many of them in the Third Air Defense Force? It's highly unusual to see this big of a concentration of them in one group, if for nothing else than for concerns over the possible social shocks over losing so many in a single engagement.

Thankfully, there are holdouts within the wider EUADF, and specifically the Third Air Defense Force, who seem to hold you in rather high regard. The V-33, as you predicted, was an immense hit with the officers and leadership who had the thankless job of actually keeping the EUADF supplied and in ammunition. So far, they seemed to be cheerfully ignoring the bellyaching of the pilots who didn't like the V-33, and informed them they could either pilot this now, or wait for three months of no flight time until the next 'proper' fighters arrived. It was just their job to give them what was available.

This then brings you to the issue over General George Alexander Armistead himself.

Anna is no longer so sure of her initial assessment of him. Yes, he is loud, brash, and is very much obnoxious. But you and Anna are starting to see something else lurking beneath his actions. His constant presence in the media, this strange consolidation of older family ties…his support of projects that seem to run counter to his goals.

Such as yours.

Her initial assessment of him simply wanting a piece of the action seems to hold true, but his reactions towards you still make no sense if you take his personality at face value. You seem to factor into some end goal of his, but Anna still doesn't have enough information to guess what that would be; only that you seem to be throwing a monkey wrench into it. At best, he simply wants to consolidate himself into a permanent fixture in the EUDF administration. At worst, he could do severe damage if he were so inclined. But he'd never be able to do much on his own on a wider scale. Just on a small, concentrated one.

Anna agrees this is worth further investigation and is already discussing this with her superiors.

Discovered more information about the EUADF, specifically the Third right next door. Some initial information on GEN George Armistead gained.

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.

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

The process was as smooth as you and your logistics-leaning brain could make it. You have at your disposal two ground formations: the Third Reconnaissance (formerly only a Coyote group) and the Ninth Reconnaissance Platoons. You decided to give the Ninth, Tellison's old formation, the honor of making the conversion to the Phalanxes.

They make the change with aplomb and enthusiasm. With all their Jackals returning to the books as spare inventory, they are all given the brand new Phalanxes. But they are already surprising you.

The Ninth Armored Reconnaissance, or the 'Hoplites' as they have renamed themselves, conferred quietly with Sasaki and Dianna. They decided if they were all operating Phalanxes, and if they were operating in Mecha form, it was only right to actually function as a Phalanx square of old. Initially donning the single-use shields mounted on the arms, you have seen them in familiarization exercises putting this to the test.

It's actually quite terrifying to watch. While operating in IFV form, they still operate much as the old Bucklers did; spread out with overlapping fields of fire. When in Mecha form, however, there is always some unspoken agreement to close ranks, close with the enemy, and utterly clobber them, with shields up on the left arm and the arm-mounted guns firing a constant barrage on the right. The Phalanx square in practice doesn't exactly work as intended; you'd argue this resembles more of a riot police formation. But you'd still hate to be on the receiving end of that.

Especially given the new round of laughter you're hearing from Max's corner of things.

Ninth Reconnaissance now Ninth Armored Reconnaissance 'Hoplites'! Phalanx formation now available for deployment!



Engineering Actions

Configuration - With Our Powers Combined... - So the Psychic Theater works. At least it does in a controlled environment. But what about in practice? Wilde and Henry are a bit skeptical, especially since the main best examples - the Timberwolf and the Foxhound - aren't exactly co-pilot friendly. But they're willing to give it a go.

Callaghan's involvement was a no-brainer, but Satsuma has also volunteered to see if this is viable.

Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Test to see the effects of Psychic Theater outside of the laboratory
Will modify vehicles for ease of co-pilot use
Gain bonuses to Combining Configuration

The process is...well.

It's taking some getting used to.

Satsuma, you determine quickly, is not the best of team players. At least, not with Tellison or Callaghan. She is very opinionated, very aggressive, and has a constant urge to want to close in with the enemy and rip them to shreds. For now, you and Sasaki quietly determine she would work better with a powerful, but solitary unit. She has potential, but she doesn't have the right mindset to work with the Psychic Theater...at least not right now.

You entertain the idea of simply having her work with Cavalier. You decide to bring it up with Galbinus later.

Callaghan and Tellison, on the other hand, operate about as well together as you'd expect for long-time work acquaintances to. Most of the resources are honestly dedicated to making a compatible pilot's seat to operate the Shepherd and the V-33 Falcon configuration than anything else. Once the two are 'on stage and live,' they settle very quickly into their previously agreed to roles. You find that Tellison works very well as the overall commander, with oversight over the immediate and wider battlefield as well as operating and abstracting the secondary control systems, while Callaghan is the actual 'driver' making the movements happen.

While Satsuma's route didn't pan out, Callaghan and Tellison are proving that there's substance to this idea. With another month of testing, you'll know for sure.
Good results coming from this line of testing!

Reforging the Shattered Spear - Due to the...mishap with the chemical composition of the Pilum's remains, this is easily going to be the most expensive project to re-initiate. At the rate it's going, it's actually just slightly less expensive than the damned dropship! But this promises to easily be one of the most potent projects you get your hands on, and you'll be able to produce your own versions of it! Like hell you're letting anyone else get their hands on it though.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turn
Reconstruct the Pilum

Already eager to get to work, Lana promptly joins Wilde and Henry in reviewing the design for the new Pilum. She immediately proves her worth when she manages to acquire through Katarina the old, old design blueprints of the Pilum.

Wilde and Henry are already finding a slew of faults they could improve on and make better.

For one thing, the sheer durability of the Pilum came from inefficient redundant systems. In what Henry can only determine was some sort of corporate scam, the Pilum had double or triple the amount of secondary systems required. Sure, it was nice, and it more or less ensured that you were going to be in the fight for a long time, but who needs that many? It was just weighing down the overall frame and taking up space that could be used with something else. Or just, you know, additional space for something like the Steed's Armor mode.

Lana also discovered that the Westphalians simply brute-forced the amount of weapon hardpoints to a ridiculous degree. It already had a lot of weapon hardpoints, but whoever PJH was, he decided 'Nah, let's add 25% MORE.' Wilde agreed, and pointed out that you might not have the volume of weapons, but what you had available (such as the Energy Blaster packages) was much more potent.

Overall, the majority of the needless bulk is cut out, while also still retaining the - admittedly ridiculously - strong frame left behind. What is promising to emerge is something still relatively tough, but lean and fast.
Good progress made on the Pilum reconstruction.

Supercomputer AI - 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 (You may choose either as standalone pilot or as dedicated co-pilot)

You are somewhat bemused when Katarina, somewhat awkwardly, asks if you'd be willing to contribute to the MMI development of the new AI. Ignatov backs her up on this, saying that they were taking a wider sample of personalities from the command team as a first test for this upcoming personality. And, he says wryly, "It would do to inject a little common sense into this one given everyone else."

Yes, he was aware he was lumping himself in with that group.

Still, you agreed, and spent the better part of a week with an MMI on your head going through whatever tests they felt were needed.

You have no idea how this one's going to turn out, only that it's going to be tied to a specific Mecha form with limited streaming access to the base's mainframe. Katarina noted sympathetically that it would likely be unable to handle the sheer amount of information going through the Lair at every waking moment of time.

Will gain a new AI Pilot next month! Decisions next month will have to be made regarding its role.




Science Actions

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.

Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6, Ivanna's Calm Applied)
Progress in Xenotechnology, New Combat Options

0455, 22 July, A.D. 2071
Xenotechnology Lab


"...what happened, Ivanna?" you ask blearily. You only had the sense of mind at this hour of the day to don the physical fitness outfit before stumbling towards the lab, still coffee and sleep deprived.

You are immediately answered when you hear the echoing laughter coming from a certain lab. "...oh."

"I am afraid so, Sir," Ivanna says sorrowfully. "While I am happy to report that Dr. Brand was successful in the Dispersion Field testing-" You immediately stop at one corner to peek around the corner.

There, backlit by a consistent, square-shaped Dispersion Field flickering between red and yellow, you see Max. Her hair is askew, she clearly has not had much sleep given the manic and exhausted expression on her face, and she's surrounded by even more coffee cups than you could ever hope to rack up in an hour.

"I HAVE DONE IT! NO ALIEN TECHNOLOGY CAN FOOL ME!" she crows. As if in sympathetic response, the Dispersion Field flares and crackles behind her. "I love it! This feels like PROGRESS!"

"...huh."

"That was my reaction, Sir," Ivanna says worriedly. Her avatar fidgets on your tablet, tapping two fingers together in a facsimile of a stressful reaction. "I was able to help correct an oversight she made, and suddenly she just sort of...ran with it?"

"...okay then." You sigh, rubbing your eyes out of exhaustion. "I...she's sure to pass out soon." You think. "Just make sure no one drops by here for the next twelve hours, will you?"

"Very good, Sir. But why twelve hours?"

"Because that's how long I'm going to go back to sleep for. And I'd like to be awake for when she tries to explain this in layman's terms."

PROGRESS! Oh, and the Dispersion Field Technology has been figured out. Stats to follow at a later point.

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.

With everything else that you've been doing for the Legion, Galbinus has offered to detach one of his specialists to come help you establish this. He points out it's only fair after having given him both the Configuration methods, built a new home, and gave him a brand new alt-form.

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

The Kaus known as Hotwire has dropped by to help install the Energy Shard Processor that's admittedly been sitting by the wayside for awhile. With Max...predisposed by her breakthrough with the Dispersion Field, Ivanna sits in for her while Katarina also participates.

You soon discover why Shards can be treated both as life sustenance and currency. The Kausen treat these things like a strange mixture of a national mint and a food processor.

In short: it accepts any processed forms of energy and slowly incubates them into the telltale shards. Their shapes all vary, along with coloring, but the end result is a very densely packaged form of energy. Architect showed you a method of how to actually get this to work on the Pegasus, via a form of focusing matrix that you could insert the shard into. But that was just one means of doing so.

Katarina seems to have picked up on this pretty quickly, and is now determined to see this through. With luck, you may actually have a source of currency that's legal tender with the Legion to purchase services from them.

It's really weird to think of the shards like that.

Good results on making your own processors!

Kaiju Biotechnology - A Smart Suit - "True Fact: the K-Suits are emitting psychic energy, but we don't know how or why. We know for a fact that we can make use of psychic signals, but we want to know if we can put this to use with the Super Robot. Can we turn a spiffy suit of dead kaiju armor into a supplement for the MMI?"

"No idea. But we're gonna find out. Sam Carlson, we're done here."


Cost: 2 RP (One Time Investment)
Duration: 2 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Kaiju Biotechnology

"Sam here."

"So it turns out that the K-Suit's psychic signals require a
physical port connection to make it work at all. That's relatively easy to do. I'm working with Wilde and Henry to rework some of the pilot systems, and we're working on incorporating the MMI helmets directly into the K-Suit Mk. IIs. We're predicting a fifty percent increase in pilot times and reactions, but we're not gonna know that science until we actually test it!"

"Also, a little unrelated, but we're adding some nice coloring schemes to the suits and we're making the helmets look pretty spiffy. All sci-fi and old super sentai, heh. Eat your hearts out. Marketing funding, here we come!"

"Sam Carlson, we're done here!"


Who wants to be a tokusatsu hero?



...alright.

Diagnostics are looking much better. Suppose all the sapient energy in the air's been doing this unit some good.

Communications Software...78% operable.

That will do. I can at least start to talk to someone around here...

...and I have a good idea of whom.
 
Last edited:
Turn Eight, Year Two: Calm Before...
This turn is a bit light on options. This is very true. It's because after this turn, all the major changes we discussed are going to take place.

But there's another reason.

With all the chassis you're about to develop this turn, and with all the spare resources, BG Peters is going to approach you about creating a dedicated Super Robot. Your 1.0 build, if you will. You will get the choice to either refit an existing design/model (such as the Beowulf and the Perseus), or to rebuild everything from the ground up, with all the lessons you've learned up until now.

For example, if you don't like the fact that the Arc Blade or the Arc Cannon is limited to a single model, that's because those are still technically prototypes. You can now rebuild a production model from the ground up to fit whatever suits your needs. All the other discoveries, such as the K-Scale, the K-Suits, the Circuitry - those will all be fair game and will have additional effects now that you have a much better idea of what you're doing.

So keep this in mind. Remember you can still bank RP for next turn (the Super Robot miniturn included).

0700, 1 August, A.D. 2071
Commandant's Office


"Goodbye, splendid isolation," you sigh, "It was nice knowing you."

"I do hope you're not bellyaching too badly, Major," Peters' amused voice chimes in.

"Not exactly, Ma'am," you say. "I'm a little cagey about all this, though. I hope you understand why."

"Oh believe me, I do," she says. "But buck up! You have Ms. Smith's support from the Intelligence Services at least. Your actual location won't be broadcasted, just your actions." She has a nasty smile on her face. "Believe me when I say I went through a lot of trouble to make sure that was the case."

"Fair enough, Ma'am," you say with a shrug. "We can start building a dedicated Super Robot soon, but we have a few more projects that are wrapping up now. I'd rather wait for those to finish before we commit, otherwise we're going to be missing out on some options."

"More than fair," Peters agrees. "You're the man on the ground, I trust your judgment there. Just remember."

"End of year," you say. "Honestly I think we can get started sooner, but I'll get a temperature check from my people first."

"Then carry on, Major."


Landing Pad Bonus: 5!

Resource Points Income: 15 RP + 3 RP (Landing Pad) - 4 RP (Gattai?, Powers Combined, MMI Supplemental, Shards) = 14 RP!

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

What is Gattai? Why does your pilot keep saying that? - You aren't surprised that additional details about the Timberwolf and the Foxhound have already filtered back to Galbinus. But he's approached you with a surprise offer: could you modify several Legionnaires to conduct combining configuration?

He understands this is asking quite a bit out of you, but he's willing to compensate you for your assistance.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Chance to gain bonus to future Combination experiments. Gain greater relations with Legion. Will be able to call upon Legionnaire Combiner on occasion for reinforcements. Will gain Temporary RP income for the next four turns


Free Action: The artifact is...doing something. You're not sure what yet, but you've ordered it back into the Xenotechnology Lab. This is something you want to be there for personally.



Defense Force Actions

Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.

[] Motor Pool - Additional Acquisitions - You have a design for the Bulwark (or Consul, or Centurion, or whatever else you're going to call it), but you don't have the spare parts for it. You only had enough that was given to you by higher ups in order to help out Galbinus.

Well, the design actually is quite nice. You'd like to have more. Sasaki definitely wants to have more. But your contacts don't deal with Main Battle Tanks.

Peters might be willing to lend a hand here. It's for the Super Robot 1.0 that's eventually coming up, after all.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Gain excess Bulwark Chassis, will allow Formations to change to Heavy Armor (Consul/Centurion chassis)

[] 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.

[] Aviation - What else can we do with this? - The Pegasus has become jealously guarded by Sasaki, having grown immensely attached to the thing. But she also wants to see if there's anything else we can do to really improve it before it gets sent out to its first deployment.

Wilde and Henry have ideas.

Cost: 3 RP (One Time Investment)
Duration: 1 Turn
Chance for Pegasus random improvement at 2d6 (Threshold of 5-6)

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. 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 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.



Engineering Actions

Passive Bonus: Stubborn. Rolling a 1 on any dice will prompt a Re-Roll.

Configuration - With Our Powers Combined... - So the Psychic Theater works. At least it does in a controlled environment. But what about in practice? Wilde and Henry are a bit skeptical, especially since the main best examples - the Timberwolf and the Foxhound - aren't exactly co-pilot friendly. But they're willing to give it a go.

Callaghan's involvement was a no-brainer, but Satsuma has also volunteered to see if this is viable.

Cost: 1 RP Locked
Duration: 1 Turn
Test to see the effects of Psychic Theater outside of the laboratory
Will modify vehicles for ease of co-pilot use
Gain bonuses to Combining Configuration

Supercomputer AI - 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: 1 RP Locked
Duration: 1 Turn
Will gain new AI Supercomputer Personality, Will be slotted as a Mecha Personality (You may choose either as standalone pilot or as dedicated co-pilot)

Reforging the Shattered Spear - Due to the...mishap with the chemical composition of the Pilum's remains, this is easily going to be the most expensive project to re-initiate. At the rate it's going, it's actually just slightly less expensive than the damned dropship! But this promises to easily be one of the most potent projects you get your hands on, and you'll be able to produce your own versions of it! Like hell you're letting anyone else get their hands on it though.

Cost: 1 RP Locked
Duration: 1 Turn
Reconstruct the Pilum

Triple Change - You still wonder if there's at least one more configuration for the V-33 you can squeeze in. Wilde and Henry aren't promising anything, but they agree it's worth a look.

Duration: 1 Turn

Combinations for the Steed - the Steed is early power armor at best. But Wilde and Henry are wondering if it can be configured to combine into even bigger power armor with another vehicle. This is a relatively light project.

Duration: 1 Turn

[] K-Class Materials Experiments - 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)



Science Actions

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

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.

With everything else that you've been doing for the Legion, Galbinus has offered to detach one of his specialists to come help you establish this. He points out it's only fair after having given him both the Configuration methods, built a new home, and gave him a brand new alt-form.

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

Kaiju Biotechnology - A Smart Suit - "True Fact: the K-Suits are emitting psychic energy, but we don't know how or why. We know for a fact that we can make use of psychic signals, but we want to know if we can put this to use with the Super Robot. Can we turn a spiffy suit of dead kaiju armor into a supplement for the MMI?"

"No idea. But we're gonna find out. Sam Carlson, we're done here."


Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Progress in Kaiju Biotechnology
 
Last edited:
Turn Eight, Year Two Results
Special Actions

What is Gattai? Why does your pilot keep saying that? - You aren't surprised that additional details about the Timberwolf and the Foxhound have already filtered back to Galbinus. But he's approached you with a surprise offer: could you modify several Legionnaires to conduct combining configuration?

He understands this is asking quite a bit out of you, but he's willing to compensate you for your assistance.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)
Chance to gain bonus to future Combination experiments. Gain greater relations with Legion. Will be able to call upon Legionnaire Combiner on occasion for reinforcements. Will gain Temporary RP income for the next four turns

Our component parts all come from different walks of life.

Tracker is the most at ease on this new planet. An explorer by trade, he tends to stick to himself; likes to sneak ahead, doesn't like hanging around the Enclave. But you won't find a Legionnaire with a keener, sharper set of optics or aim. He only stays because he respects the Kaus that holds us together in this strange time. Tracker respects the struggle that Galbinus faces each and every day.


"...frequencies are holding much more solidly, Boris. Just align the boundaries some more..."

Nailhead is a simpler Kaus. He was perfectly happy on Zeros-Phrekta orbiting Mekaen, just as a humble maintenance mech. Now, out here on Earth, he's still just as happy to help the Legion and the humans fix broken things. And he does not like the Free Brothers trying to hurt or break things. No one withstands the Free Brothers' attacks longer than he.

"...they are harmonizing...Patch. Apply 0.05% additional power. We must keep them there..."

Breakneck is about the heat of the moment, the time of action. He has not Tracker's wits, or Nailhead's hardiness. This suits him just fine. There are times when you cannot stop to think, cannot stand and fight. You must simply act. Often was the day where Breakneck landed the Legion into trouble just as quickly as he saved it with his quick actions.

And then they all agreed towards this interesting experiment.


Us.

Of all the different personality matrices, these three could not be any more different. Yet they all share common goals, enough to think as me, enough to act as me. They all want to bring Tyrannous and his murderers to justice. They want to do right by the humans, who we have harmed more than we have helped. They want to do Galbinus and Mekaen proud.

To do the right thing.


"...there! They've done it!"

We are...no.

I.


I am.



1844, 20 July, A.D. 2071
Medical Center, Legion Enclave


"That has done it, Patch," Boris said. Even having said that, he only allows himself the luxury of collapsing onto the nearby chair when the personalities remained bonded for at least ten more seconds. "Our new friend will be coming online shortly."

"That was solid workmanship, Boris," Patch complimented. He took a moment to observe the newly created giant before them. What had started as three individual Kaus - modified to configure into a Jackal, an engineering truck, and a sports car, respectively - lay motionless on the large platform. The configuration itself was incredibly simple by today's standards: Nailhead had formed the torso and the legs, while Breackneck and Tracker had formed the arms.

The size difference meant that they needed to clear the chamber to make room.

"This has happened before in Dominion history banks, but...to actually witness it." He shook his head, lifting the black-tinted mask above his forehead. "I never thought I'd see the moment."

"Let us not celebrate just yet," Boris cautioned the medic. "Let-"

"I am online," a booming voice announced. Startled, both Boris and Patch just stared as the combined giant slowly rose to a seated position. "Patch. Doctor Ignatov. Is everything acceptable?"

"They are," Boris confirmed. "But let Patch run a diagnostic to be sure."

"Are you well?" Patch asked as remote scanners immediately fluttered around to take scans of the combiner. There was no way Patch was going to be able to do it by himself. "And..." He hesitated. "Have you all chosen a name?"

"Tracker, Nailhead and Breakneck," the combiner said in that same booming voice, "Together, they become Axiom. I am Axiom."

Boris quietly nodded to Patch in response to an inquisitive look. Everything about the readings from his end showed that while they were strongly bonded, separation was not going to be a major issue. It would just require practice.

"Very good, Axiom," Patch said. "Welcome to the Legion." He paused. "...is there any way you can speak slightly softer?"

"No."

"...fair enough."

Axiom is online. The Legion now has a Combiner with no significant mental issues (just quirks). Galbinus is very pleased.
Gain one time payment of 4 RP! 2 RP per turn gained for the next four turns!

Free Action: The artifact is...doing something. You're not sure what yet, but you've ordered it back into the Xenotechnology Lab. This is something you want to be there for personally.

Well...the thing can talk.

Who knew?

Followed by Interlude



Defense Force Actions

Motor Pool - Additional Acquisitions - You have a design for the Bulwark (or Consul, or Centurion, or whatever else you're going to call it), but you don't have the spare parts for it. You only had enough that was given to you by higher ups in order to help out Galbinus.

Well, the design actually is quite nice. You'd like to have more. Sasaki definitely wants to have more. But your contacts don't deal with Main Battle Tanks.

Peters might be willing to lend a hand here. It's for the Super Robot 1.0 that's eventually coming up, after all.

Cost: 2 RP (One Time Investment)
Duration: 1 Turn
Gain excess Bulwark Chassis, will allow Formations to change to Heavy Armor (Centurion chassis)

It didn't take too much convincing with BG Peters. All it took was that you reminded her that making new acquisitions for wider stock for the Super Robot now before the organization grew too big - and for red tape to get in the way - was the ideal time. That, and as part of a monthly update, you provided images and video footage volunteered by Galbinus of his new 'alt-form.'

The sights of a Bulwark simply blasting apart things much heavier than its weight class implied was more than a convincing enough argument.

With your own stock of Bulwarks, it took Wilde and Henry - with their staff - all of five days to convert the majority of them into the new Centurion-class chassis.

Now you have excess to work with. Excellent.

Gained Centurion-class chassis! New Actions Unlocked! Support Option to be unveiled later.

Aviation - What else can we do with this? - The Pegasus has become jealously guarded by Sasaki, having grown immensely attached to the thing. But she also wants to see if there's anything else we can do to really improve it before it gets sent out to its first deployment.

Wilde and Henry have ideas.

Cost: 3 RP (One Time Investment)
Duration: 1 Turn
Chance for Pegasus random improvement at 2d6 (Threshold of 5-6)

You've never seen Sasaki mope.

You hope you never see that again.

It turned out that there was very little the Pegasus could add to make it even better. All the same, it was also getting to the point where - at least with current technologies - there was nothing left to take away either. It was only thanks to some creative thinking on Diana's part that the Pegasus could add anything at all.

There was just enough room and weight allowance to add a set of external missile tube launchers alongside the bridge of the dropship. She couldn't even work any magic to add actual munitions. All she could do was to add smoke warheads to the missiles. Enough to maybe throw the enemy off their game for a little bit, but nothing to really write home about. And she couldn't even add that many.

It's still good enough, you think, but Sasaki grumbles the entire month about her disagreement. You tell Sasaki to cut it out and get back to work. Seriously, the thing's a marvel of engineering already! And you're this hung up over not making it even more!?

Seriously. Some people.

You and Diana share an hour of commiserating over Sasaki's standards.

You were able to add smoke launchers. That's it. Sasaki is upset.

Free Action. Once every six turns, you may launch smoke to obscure the battlefield. Will increase a designated enemy threshold to 6 for two combat turns.


Engineering Actions

K-Class Materials Experiments - 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+1d6, Threshold of 4-6, Katarina's Support Applied)

Well.

The Timberwolf can set its fist even further on fire. So there's that.

No, you take that back. It's actually quite more significant.

Taking the time to apply specially treated K-Scale as an insulator along the forearms and fists, Katarina was able to increase the fists' heat tolerance dramatically. Not only does it do more damage, but now it can, for a limited time, simply wade into a regular fist fight with fists of flame.

There's really not much else to say. Not that you think there's any need.

The Timberwolf is now that much deadlier.

Timberwolf's Blazing Fist can now trigger "Inferno" - temporarily add +1 HP to baseline Strike damage! Can be activated as a Free Action.
Inferno will last for two combat turns, including turn of activation.
Blazing Fist can now deal up to 7 HP as a Finishing Strike!

Supercomputer AI - 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: 1 RP Locked
Duration: 1 Turn
Will gain new AI Supercomputer Personality, Will be slotted as a Mecha Personality (You may choose either as standalone pilot or as dedicated co-pilot)

To be followed in Interlude.

Configuration - With Our Powers Combined... - So the Psychic Theater works. At least it does in a controlled environment. But what about in practice? Wilde and Henry are a bit skeptical, especially since the main best examples - the Timberwolf and the Foxhound - aren't exactly co-pilot friendly. But they're willing to give it a go.

Cost: 1 RP Locked
Duration: 1 Turn
Test to see the effects of Psychic Theater outside of the laboratory
Will modify vehicles for ease of co-pilot use
Gain bonuses to Combining Configuration

The Psychic Theater has a few caveats to keep in mind.

First, you have to invest some resources to really get it to work out properly. That means not only the Core Unit needs to have the pilot (naturally), but so does the Combine Unit (such as the Shepherd or the TMU). Given how the combination takes place, this is something of a dicey prospect already. Hence, investing some resources into pilot safety and cockpit movement, ensuring that both pilots are in the same cockpit space.

Next, the two have to at least be tolerable towards each other to work. Cadet Satsuma proved that clashing personalities will not let the Psychic Theater work. Both have to be able to work with the other person(s), and settle very quickly on who is doing what.

Once that's out of the way?

Magic.

Psychic Theater Upgrade now available! For additional cost, can allow two pilots and more to operate the same Super Robot. Will add +1 Action on top of Pilot Actions to the Super Robot!

Reforging the Shattered Spear - Due to the...mishap with the chemical composition of the Pilum's remains, this is easily going to be the most expensive project to re-initiate. At the rate it's going, it's actually just slightly less expensive than the damned dropship! But this promises to easily be one of the most potent projects you get your hands on, and you'll be able to produce your own versions of it! Like hell you're letting anyone else get their hands on it though.

Cost: 1 RP Locked
Duration: 1 Turn
Reconstruct the Pilum

Combinations for the Steed - the Steed is early power armor at best. But Wilde and Henry are wondering if it can be configured to combine into even bigger power armor with another vehicle. This is a relatively light project.

Duration: 1 Turn

Triple Change - You still wonder if there's at least one more configuration for the V-33 you can squeeze in. Wilde and Henry aren't promising anything, but they agree it's worth a look.

Duration: 1 Turn

What resulted was a very interesting combination.

The Pilum - at least its reconstructed descendant, the name of which Wilde and Henry are still debating over - has become a Combine Unit. While they decided to make it the Armor Pack of the customized Steed (whose name they're also debating), they also decided to see if the new TMU 'Tertius' configuration (once again, another name they argued over) could fit into the mix.

It turned out: kind of.

The new TMU configuration sets a record for an individual configuration capability: a Triple Changer. With some slight modifications to the TMU via mission pods, the TMU can now configure into a humanoid Mecha mode. It's not perfect, Henry admits; it doesn't have a lot of firepower, it's not terribly quick, and the grace of the configuration process leaves something to be desired. Its main virtue? Being able to bring slightly more firepower than the Longship configuration. Its lack of speed actually plays into its favor when it configures; being able to idle in the air while limbs bring forth even more firepower tends to help.

The TMU can somewhat combine with the Pilum as an extra weapons pack, but like the new configuration itself, it's clunky. Henry can't really recommend it at this time, but it opens the way to a brand new model with these lessons in mind.

As it stands? The Pilum-class, when combining with the Steed-class, can configure into a rather monstrous airborne attacker. It's just fast enough to avoid some glancing blows, tough enough to power through the heaviest attacks, and can mount enough heavy weapons to lay down the hurt.

And the engineers still did it with some space to spare.

V-33 gains new configuration! First Experimental Wing automatically upgrades to this formation.
After a Heavy Weapon Strike, V-33s can now launch a follow-up Strike attack for 1 HP!
Unlocks Action for New Aerial model!
Pilum and Steed can now combine! Stats will appear in Super Robot Construction sheet.



Science Actions

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.

With everything else that you've been doing for the Legion, Galbinus has offered to detach one of his specialists to come help you establish this. He points out it's only fair after having given him both the Configuration methods, built a new home, and gave him a brand new alt-form.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6); Ivanna's Calm applied, will re-roll a failure
Progress in Xenotechnology, Bonus RP Generation Option

It's done.

Deep in the Xenotech Laboratories (where most personnel fear to tread at the best of times) is a functioning Energy Shard processor. Ivanna is deeply pleased with how this turned out: as long as the processor is fed refined energy sources, it will produce the Shards that are so valued by the Kausen. It is as it was described: processed energy compressed into a very small package. If this was allowed into the world for mass distribution, it would cause a revolution. Maybe two or three. So for now, you're holding onto it as a Union secret.

It offers two main benefits as far as you're concerned (and as usual, the science flies straight over your head and towards the open bar). One: it offers a new resource that you can take advantage of, something you plan to exploit a lot once the new changes start rolling in. Granted, right now? It's a bit slow. It produces enough energy to be noticeable, but not enough for you to start swimming in a vault of money.

Ivanna promises you that the resource gain from this is going to increase over time. "So please be patient," she asks.

Two: You are fairly sure you will be able to pay Galbinus and his Legion for certain services to help you out.

Three: You're also fairly sure that, as a last resort, you could probably bribe a Free Brother to at least go away temporarily. At least, if their character is as suspect as Galbinus makes them out to be.

Energy Shard Processor online!
Permanent +3RP Gain! Every Four Turns, will increase by +1 RP! Caps at +6 RP!
Can now pay the Legion RP to request additional support!

Kaiju Biotechnology - A Smart Suit - "True Fact: the K-Suits are emitting psychic energy, but we don't know how or why. We know for a fact that we can make use of psychic signals, but we want to know if we can put this to use with the Super Robot. Can we turn a spiffy suit of dead kaiju armor into a supplement for the MMI?"

"No idea. But we're gonna find out. Sam Carlson, we're done here."


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

Sam was correct:

By linking the K-Suits directly into the MMI and the machine itself, the pilot becomes much more of the central computer, or 'brain' of the machine. The human brain and the MMI's computing power all are able to tap into the fresh source of ESP signals coursing through the K-Suit, allowing for a greater increase in reaction and response times.

It's not cheap, but if you have the resources, Sam urges you to apply them to the Super Robot as soon as you're able.

In completely unrelated news, Sam also seems to be checking new helmet designs and comparing them to existing franchises. "No reason," he says when you ask him why he's doing this.

K-Suits can now offer +1 Actions for the pilot!
 
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We Come In Pieces
1921, 28 July, A.D. 2071
The Lair


You pause as you look at the resultant A.I. "...huh."

"Is something the matter, Major?" Ignatov asks. "I did tell you that this A.I. personality is going to be different from the girls."

"No, no," you shake your head, "I get that." You gesture towards the data box holding the A.I. personality, one that is still slumbering and not properly 'online' so to speak. "But it's a little weird to not just see them floating around the campus like they do."

"Well, he's going to have to be linked directly to one of the Mecha," Katarina explains. "He...won't exactly have an avatar form like we do. His identity is going to be tied directly to whichever he is installed into. Kind of like the Kausen if you think about it."

You blink as you consider that thought. "Are you saying we are creating our own Kausen?" you ask incredulously.

"Very primitive versions," Ignatov corrects you, "But close enough." He shakes his head in amusement. "In all respects he will be very similar to them, enough to cause our friends in the Legion some confusion. If, for example, we installed him into the Beowulf, he would for all intents and purposes become Beowulf. As long as Lieutenant Callaghan is not piloting him, he would be autonomous on his own. He would also be sentient enough to have thoughts, emotions and wants, so we would need to cater to that." He shrugs. "That said, I am strongly recommending that come our first effort to create or retrofit a Super Robot, we install him directly in. He can only be of a great help."

You start to nod, before Katarina's avatar perks up. "...um, Major? Ivanna's asking for you to come by Dr. Brand's lab." She looks...anxious. "The artifact is...talking? That can't be right!"

By the time you realize it, your feet are already carrying you directly to the Xenotechnology Labs.

Gained New A.I. Pilot Personality! Will gain sentience and identity upon installation to Super Robot! Depending on chassis, players will roll for personality.



1947, 28 July, A.D. 2071
Xenotechnology Laboratories, Artifact Containment


"It talked." Max is just staring blankly at the artifact.

"I talked, yes," a strange voice echoes. The words sound less like sound is carrying it, and more like you are recalling the words from a recent television show. It's somewhat disconcerting.

"It talked."

"Yes, I-"

"We were studying a live and separate alien species and we didn't know!?"

"It's not exactly that-"


"Reality has jumped the shark!" Max declares in frustration as she stomps towards the nearby computer terminal.

"...what does...marine wildlife have to-?"

"Don't mind her," you say wearily. The jewel, which was pulsing a soft red color, seems to flare a bit more brightly. And you get the impression that its attention is now squarely on you. "I'm just wondering why you're choosing to say something now instead of when we were poking at you to study."

"My communications software was badly damaged," the artifact explains. "It was a little difficult to do anything besides glow."

"Software?" You study the artifact for a moment, even as in the background Sam is doing his best to keep Max away from the nearby bottle of alcoholic concentrate. "Are you a mechanical construct?"

"In a manner of speaking," the artifact agrees. "I was constructed as an heirloom and aide to my homeworld's ruling family."

"Do you have a name we can call you by?" you ask curiously. "Since you can clearly hold an intelligent conversation - "

" - this makes no sense!" you hear Max continues to howl.

" - a name would help," you finish. By now, you think you've trained yourself to ignore her outbursts.

Mostly.

"Officially, I am identified as the Regency of Varulne," the artifact says. "I am only brought online in times of need." The jewel dims somewhat. "Such as now. I would not be here if the throne world was not being overrun."

"You're a refugee?" You just stare at the semi-sentient jewelry. "Then...how and why did you end up on Earth?"

"It was not necessarily by choice," Regent (as you start identifying it in your head) says. "I was blindly launched away, and it is possible that I collided with debris during the journey. My chronometer is not yet online, so I have no means of ascertaining how long I have been here."

Which...isn't helpful. "You wouldn't be reaching out to us if you didn't need our help," you say bluntly. One hand goes to your chin, tapping against it idly in thought. "Or, at bare minimum, want something. What are you trying to do?"

"An exchange," Regent says matter-of-factly. "Enough of my scanners are still online that I am aware that your government is facing a multitude of threats. I am willing to provide assistance, if you are willing to do the same."

At least it's up front about it. You'll give Regent that. "I take it you want some help to return home?" you ask.

"Just to start." The jewel dims slightly. "I do not know if the Principality of Varulne still stands, or is even a memory. But my programming is clear: I must at least make the effort to find out what happened. To see if there is anyone or anything left to save." The glow then turns extremely harsh, the soft red abruptly sharpening to that of a fiery sunset. "And then gain some measure of justice against those who attacked."

"But who or what were they?" you press. "You haven't said a damn thing about the attackers."

"Record File...corrupted." The harsh red fades. "I was not given time to lay sensor scans on the aggressors. I only have my instructions."

You find that a little dodgy. But this is ultimately not your decision to make. Not yet. And thank goodness for that. "...fine. Then what can you offer us if we help you?"

"The Principality is home to a gathering of the greatest minds of its time," Regent says. More than a little boastfully, you think, but you'll hear it out first. "To great warriors and masterful orators alike. The Great Prince did authorize me to trade some of His Principality's findings as a means of returning home." It pauses, as if thinking of what to say next. "But I am specifically in need of a champion to imbue power into. One that would be able to bear me home, and dispense justice or salvation. Come what may."

There's something about the way it speaks... "Do you know who or what you're looking for?" you ask.

"Yes. I have already scanned some individuals when you posted me above your feeding halls. I have found compatible candidates." Regent pauses. "A fair bargain, I would think. I empower one of your own to become a champion, and with that champion and designs provided from my database, I will help you restore peace and order to your world. In exchange, you will render assistance to bring the champion and myself back to the throne world. Do you accept my offer?"

"It's not my call to make," you admit. "I will relay your offer to my superior. If she accepts, then you can consider it a deal. If not...well." You pause, your turn now to think. "You're not a prisoner here. If she turns down your offer, we'll do what we can to send you on your way."

"Then I eagerly await your superior's response."

I'll bet you are,
you think grimly. There's a lot about this you're not getting the warm and fuzzy over.

Artifact revealed to be Regency of Varulne! Offer will be relayed to BG Peters at the beginning of next turn!
 
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Turn Nine, Year Two: Hello!
3 September, A.D. 2071
Public News Announcement


"...earlier today, the Defense Force Public Affairs Office made a big announcement."

"The Defense Force Research Institute, known as the brain child of Brigader General Louis Peters of the Research and Development Division based in Unity Station, has been responsible for the distribution of several groundbreaking designs. Viewers may recall that new designs such as the Jackal and the V-33 have been seeing widespread distribution this year in the wider Defense Force."

"Today, Brigadier General Peters announced another purpose behind the Institute: the creation of the Union's very own
Super Robot."

"We were able to approach Brigadier General Peters for a comment today. This is what she had to say."

"It is no surprise that the Super Robots are among the greatest assets the Earth has against the threats facing it. However, the sad truth is, there simply aren't enough of them. This is our answer to that problem: the Defense Force Research Institute possesses viable technologies to create and field our own units on the scale of Mercury V and Valiant. I cannot say further out of reasons of confidentiality, but you should expect to see something soon. You will know when you see it."




"Hurray! We're famous!" Katarina cheers from her console.

You just sigh and put a hand to your face. Sasaki just pats you on the shoulder. "Sir, you knew this was coming," she says.

"Doesn't stop the fact that it sucks," you grumble. "Who else is going to butt their heads in on our business?"

"I wouldn't worry, Major," Ignatov chuckles. "Success begets success, after all. And now we are a force to be reckoned with."

"Just as soon as we get the 1.0 build started, Sir," Wilde chimes in. "We've got so much freaking resources to play with that I know the bean counters at Unity are going to want those back soon."

You just nod. Wilde is absolutely right in that you have such a windfall that if Unity knew, they'd want it right back.

"Okay, everyone," you declare. "We're still on business as usual...UNTIL we get the new representatives from Unity and God knows from where else. Let's invest everything we have before the higher ups realize what we're sitting on." You grin. "I don't need to tell you what to do. First stop: our first proper Super Robot!"

The Command Center echoes in cheers from the staff.


RESOURCE POINT INCOME: 18 RP + 2 RP (Landing Pad) + 4 RP (Galbinus payout, this turn only) +2 RP (from Gattai payout; 3 Turns remaining) + 7 RP (carry over, this turn only)

RESOURCE POINT TOTAL: 33 RP Total

QM Note: I highly recommend you spend on the Super Robot Construction. I am not likely to give you this much RP again in the future!


Special Actions

[] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.

You have your options. Let's get to work!

Cost: Varies (How much RP do you want to invest? No RP is locked for this option.)
Duration: 2 Turns
Will create new or upgrade existing Super Robot and make it available for Deployment

The Regency – What the Regency offers, versus what it's choosing to tell you, is not filling you with confidence. Anna agrees; this is dealing with too many unknowns, unknowns that the Regency itself flat out admitted to not knowing about. What would happen if you agree to whatever it asks for, and you embroil the Earth Union into an intergalactic war or something? When it's already dealing with so many problems back home?

Presenting this option to the highest levels is the only way you're going to get some closure out of it. Thankfully the Regency seemed understanding about your position, and promised (especially under observation from Ivanna and Max) to stay put. So you're going to have an audience with, at the bare minimum, BG Peters herself and the Intelligence Services (with Anna as your advocate on that front).

But you need to come up with some kind of recommendation on top of briefing them about the Regency's existence. What's your game plan?

Choose one.
[] Do not trust the Regency. Quite honestly, it's not telling you nearly enough about its circumstances, and you can't in good consciousness recommend to your superiors that trusting it is a viable option. For all you know, it could be trying to entangle you into a war you don't know about. Simply offer to give it a way off world, take whatever it may offer as a token of thanks, and move on back to your own worries.

[] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.

[] Despite your best judgment, give a strong recommendation in the Regency's favor. As much as this makes you uneasy, you are dealing with a host of issues that need dealing with quickly. Giving the Regency the Union's support could offer all sorts of breakthroughs, and the idea of an empowered champion could help make things go much more quickly.



Defense Force Actions


Pilot Training – Having the nature of your work slightly out of the bag has its drawbacks, but it does come with unexpected perks. For one thing, your organization has somehow become the subject matter experts of all things Mecha. While that's true, Commanders throughout the EUDF have the impression that your pilots explicitly know what they're doing a hell of a lot better than theirs do.

…which, fair enough, is also valid. Though BG Peters is reportedly getting a headache over her peers pestering her about admitting their top candidates, you just tune out her complaints. You know your boss well enough by now to know she's having what you in the business call 'good problems to have.'

While in the meantime you can look to your own pilots to train up and draw from your own talent pool for new ones, this does provide you and Sasaki with new options.

You may choose one, plus the specific project listed.
[] Pilot Training - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Pilot Training - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Pilot Training - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

So the wider EUDF wants to send their best pilots over here? You'd be happy to have them, and Sasaki has an idea for this.

She's presented plans for the construction of a small complex adjoining the campus right along the Proving Grounds and where the basic services are located. This academy, as Sasaki puts it, would be a test case: admit small groups of pilots now, run them through as rigorous a training program as herself and Callaghan can come up with, and see how it comes out.

The cream of the crop will be identified for poaching (or selective recruitment; depends on how polite you want to be about it), and those who don't meet your standards return home to their units, where they'll probably be the best in their area.

[] Now Accepting Internships...
Cost: 4 RP (1 RP Locked Next Turn)
Duration: 4 Turns

Security Net – Before you went public, the campus was as secure as you could possibly make it, especially after the Warlord decided to try his hand at being some sort of tactical genius or something. You'd taken a lot of steps to ensure that didn't happen again, and you had a fortress on your hands.

Now? You're playing on an entirely different level. Sasaki has identified even further areas that you can improve on to really make sure that no one messes with you. Different levels of investment are going to lead to different improvements (or none at all depending on how that goes), but at this point you can't be too paranoid if they really are out to get you.

And now that you're identified as having a Super Robot, and having your own sweet customized ride, you are going to be expected to 'show the flag' as it were. Time to start investing in how to do that.

You may choose one, plus the specific project listed.
[] Security Net - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Security Net - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Security Net - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

This is going to be a longer term project. While your Super Robot takes time to complete, you need to start being much more aware of what's going on in the world. The periodic reports from Anna and her crew are nice, but now you're going to be expected to be aware of what's going on everywhere; who's threatening where, what needs a response from a Super Robot, and so forth.

You have an aerodrome complex, you have a Command Center, and you have an enhanced Radar facility that has the potential to tap into the wider Defense Force Network. Let's see what you can do to really expand your presence.

[] Reaction Force
Cost: 4 RP (1 RP Locked Next Turn)
Duration: 4 Turns
Unlocks New Actions. Will Reveal Hot Spots around the world that may benefit from your attention.



Engineering Actions

Variable Configuration – There is a lot of ground to cover here. Wilde and Henry have created all sorts of new designs, but they haven't exactly been tested properly yet. Before properly handing them over to the test pilots, they want to run some additional tests, and they certainly would like to see if they can come up with something new.

Despite the increased attention from the wider EUDF, Wilde has the smuggest grin on his face. "I am totally gonna tell the ol' commander 'I toldja so,' if I ever see her again," he insists. Henry is stoic as usual, but you get the impression he's in full agreement. With much more official backing, the two are ready to work on bigger projects as much as just refine what you already have.

They already have one specific project outlined they'd like your input on.

You may choose one, plus the specific project listed.

[] Variable Configuration - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Variable Configuration - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Variable Configuration - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

Though the Pilum is proven to be capable as an armor pack, after some debate with the Engineers they're in agreement that it could serve just as well as a Core Unit. It's not going to be cheap, but they guarantee it could be an outright terror out in the field. They just need approval and resources to do it.

[] Cored Armor
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Will convert Combine Unit Pilum to Core Unit Pilum; stats will be revealed on conclusion.

Supercomputer AI – Dr. Ignatov informs you that there's still plenty of work to be done in this field. This isn't just related to the AI personalities, he insists; his original mandate of simply creating smaller-scale Supercomputers is still something that could be achieved, though you could be forgiven for forgetting about that.

Katarina points out that there's still work to do in order to integrate the new AI Personality (despite her disagreement with Dr. Ignatov about plugging him straight into the Beowulf), work could be done to improve herself and her sisters' performance, and get ready for eventual new inclusions in terms of AI personalities. "No rest for the wicked!" she says cheerfully.

Easy for her to say when she doesn't have to deal with mortal exhaustion! Goodness, you need more coffee just thinking about it.

You may choose one, plus the specific project listed below.
[] Supercomputer AI - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Supercomputer AI - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Supercomputer AI - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

[] Integration - It's time to bring your new AI pilot to life, but there was some disagreement over how to bring him online. After some discussion on it, it was agreed to upload the AI directly into a Beowulf-class chassis and simply let it mingle with everyone. No weapons or anything built into it, but you're going to need to set aside some resources to ensure the integration goes smoothly.

After all, this is a new citizen of the Union and a new member of the family. It's important to make him feel welcome and safe.

Cost: 3 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Will roll for personality traits

Experimental Projects – K-Class Materials, Anti-Gravity Treatments, Kausen Armor Plating – there's a lot coming out of the pipeline from the Science Department, and only so much time and resources available to test it all! Wilde, Henry, Ignatov and Lana are ready to stress test the math from the Science Department in order to see if they can make something a bit more practical out of it than the expensive prototypes you do have.

Lana is at pains to point out that it's going to be expensive no matter WHAT you do with it. But at least you'll add a guarantee that "the stupid thing just won't explode in your face and then make us grumpy about fixing everything."

Wilde protested the accusation of being 'grumpy,' leading to a new round of bickering between the two.

QM NOTE: I will allow you to add a preference towards which bit of science you want to lean towards as a preference, but that's no guarantee that the results will come out that way.
[] Experimental Projects - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Experimental Projects - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Experimental Projects - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)



Science Actions

For all the advancements that Sam Carlson has made in Extra Sensory Perception Theory, for all the breakthroughs, and for all the marvels that are the Man Machine Interfaces…he is not convinced it stops there.

He's confident that there's yet more to discover. And he wants your support to dig further into it. After all, even though humanity as a whole is so early in its development, there's no reason why you can't map out what is possible down the road.

Or, in his words, "we could also give natural development a helpful nudge off the ol' diving board."

You may choose one.
[] ESP Theory - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] ESP Theory - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] ESP Theory - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

Kaiju Biotechnology – Compared to ESP Theory, Kaiju Biotechnology is not as well developed a field. Sam wants to look further into it. While the obvious applications of K-Class Materials and the K-Suit have already advanced the development of the Super Robot tremendously, he wants to know what else it can do.

He has a few particularly crazy ideas (you in fact said so straight to his face; he took it in stride and laughed about it, and you both carried on) but he wants to do some additional SCIENCE before then.

You may choose one.

[] Kaiju Biotechnology - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Kaiju Biotechnology - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Kaiju Biotechnology - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

Xenotechnology Research - For the most part, you have the basics of everything the Legion has given to you figured out thanks to Max's efforts. Understanding, however, does not imply mastery. What we have are basically toddler's versions of technologies that the Legion takes for granted (even if we somehow outdid them with Configuration).

Still, there's work to be done. Max has gotten over her rage over the fact that the artifact she uncovered was in fact the Regent (mostly; she really doesn't like it when someone pulls a surprise on her for a change). She's ready to start refining what we do have.

You may choose one.

[] Xenotechnology - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

[] Xenotechnology - Medium Investment
Cost: 3 RP
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

[] Xenotechnology - Heavy Investment
Cost: 4 RP
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
 
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Turn Nine, Year Two Results
Special Actions
Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.

You have your options. Let's get to work!

Cost: 27 RP (One Time Investment)
Duration: 2 Turns
Will create new or upgrade existing Super Robot and make it available for Deployment

To be followed by Interlude.

The Regency – Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.

To be followed by Interlude.



Defense Force Actions

No Defense Force Actions taken this turn. Next turn, will apply "Well-Rested" Bonus!
Lowers threshold of One Defense Force Action success to 3-6. Must be used this turn! Any additional Defense Force Actions taken beyond applied bonus must meet regular 5-6 threshold.



Engineering Actions

Variable Configuration – Cored Armor
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Will convert Combine Unit Pilum to Core Unit Pilum; stats will be revealed on conclusion.

With the Duo's efforts focused exclusively on the Super Robot, it falls to Katarina and Lana (who has more attention and processing power to spare for this; she insists this is typical 'multitasking') to start efforts on converting the Pilum…or, whatever we're calling it now.

The differing styles between the two sisters are apparent in this exercise. Where Katarina is bubbly, cheerful and supportive, Lana is grumpy, no-nonsense and is more apt to point out flaws. But both sisters are dedicated, and for the most part you can trust them enough to leave them be while everyone else's efforts are focused on the Super Robot refit and reconstruction.

Even if a few bouts of sparks and small explosions make you cringe every so often.

Ignatov's only reaction is to give a resigned sigh and to go check on how they're doing.

Will conclude next turn. Stats will be unveiled.

Supercomputer AI – Integration - It's time to bring your new AI pilot to life, but there was some disagreement over how to bring him online. After some discussion on it, it was agreed to upload the AI directly into a Beowulf-class chassis and simply let it mingle with everyone. No weapons or anything built into it, but you're going to need to set aside some resources to ensure the integration goes smoothly.

After all, this is a new citizen of the Union and a new member of the family. It's important to make him feel welcome and safe.

Cost: 3 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Will roll for personality traits

First step to welcoming a new AI that cannot be installed into the Lair's wider networks: find it a body. Easy enough to do: Katarina was able to take a spare Jackal frame and bring it up to the Beowulf's standards. No weapons, no offensive capability, or anything like that; its main purpose was to give the new AI something to integrate into, and to associate as 'his body.'

Second step: install the AI into the Beowulf-class frame. Also simple enough. After ensuring that a running backup was permanently installed into the Lair, Katarina is ensuring that just enough information is flowing to both ends of the sleeping personality – the primary and the backup. This is to ensure that even though the personality won't be a floating avatar like she is, the primary and the backup are always streaming to each other.

Should something really unfortunate happen, the primary will then be able to flush himself out of its body and upload to the secondary's sanctuary. All traces of the AI in the body will be erased, but the personality himself will be intact (if frazzled).

Third step: wait. As with everything with the AI, the setup takes the longest time. Katarina wants to make sure that her 'brother' has plenty of time and space to simply soak in all the information, and that's even with the ludicrous speeds that the AI sisters process information as is. He might be up and running next month, but she warns you not to expect him to 'wake up' until November at the latest.

Fourth step: Profit? You're not sure where you were going with this anymore. That's okay. More coffee solves everything.

Will conclude on Turn Eleven, Year Two.



Science Actions

No Science Actions taken this turn. Madness! And the "Well-Rested" bonus to boot!
Lowers threshold of One Science Action success to 3-6. Must be used this turn! Any additional Science Actions taken beyond applied bonus must meet regular 5-6 threshold.
 
First Steps to Ascension
1200, 4 September, A.D. 2071
Command Center


It was time.

The entire maintenance bay below the bridge at the Command Center was emptied out completely, all except the key components of the upcoming operation.

The key prototypes that, up until now, have served as the bedrock of the DFRI's successes are all that occupy the maintenance bays below you. As young as your organization is, the machines laid out in front of you are already well-steeped in your milestones and achievements. In a way, it's only fitting that they become the bedrock of your next great step forward.

Core+Combines: 6 RP.
Anti-Gravity: (2 RP. Adds Bonus Upgrade Slot.)
K-Circuits: (1 RP + 2 RP for additional damage = 3 RP Total. 2 Upgrade Slots used.)
K-Scale: (2 RP Total. 1 Bonus Upgrade Slot used.)
K-Suit: (2 RP + 2 RP for re-rolls = 4 RP Total. Does not use Upgrade Slots.)
Total Cost: 17 RP Total (counting both Combine forms)

The Beowulf. In fact, the very same prototype Jackal frame that 1LT Callaghan unwittingly took to battle against the first of the Westphalian infiltrators. Though blooded and mighty, it was the subject of nearly a year's worth of incremental upgrades. Today, it would receive a full refit, and be installed with the armaments and armor that the engineers agreed were its due.

K-Scale: (1 RP Total. 1 Upgrade Slot used.)
Heavy Zirvitium Armor: (2 RP + 3 RP for added damage protection = 5 RP Total. 1 Upgrade Slot used.
Total Cost: 6 RP Total.
Arc-Blade: No cost due to Timberwolf.

The Shepherd-class Armor Support Truck. Despite Wilde's failure to make it a proper Mecha in its own right, in that failure came its greater accomplishment: forming the basis of the Timberwolf. The very same model that initiated the rescue of Cavalier alongside the Beowulf's earlier incarnation and humbled Bandit. Striding along plasma and steel, it opened a budding partnership with the Legio Galbinus, and remains as a powerful presence in its own right.

Zirvitium Armor: (2 RP Total. 1 Upgrade Slot used.)
Charged Cannon: (2 RP Total. 1 Upgrade Slot used.)
Total Cost: 4 RP Total.
Arc-Cannon: No cost due to Foxhound.

The V-33 'Falcon' module. Together with the Beowulf and the men and women of the Defense Force did they lay waste to the Warlord's armies. Through a storm of lightning and steel, together as the Foxhound, they smote the Warlord where he stood with the heavens' furious power and punished him for his hubris.

To think all of this was done with only a vague inkling of what any of you were doing. It's a sobering thought. Regardless. True to your orders and intent, the Engineers have taken the ridiculous sum of resources available to you and are installing as much new equipment and quality-of-life improvements into the warmachines as best they can.

Lana, ever at home in the workshop and knee-deep in machinery, operates the automated servo-claws with dexterous skill as the Beowulf is disassembled before your eyes. The Beowulf in this state resembles a robotic skeleton more than anything else; even bereft of its optics and faceplate, the head unit distinctly reminds you of a metal skull.

Wilde, with his usual sense of enthusiasm, is already at work. His face obscured by bright sparks and a welding mask, he and a few assistants are well underway in fabricating new armor plating. A nearby vat's contents – filled to the brim with K-Class – are periodically applied to the armor plating along with the chemical compositions that somehow provides the Anti-Gravity treatment, and the subsequent greater lightness of weight.

Henry is inside the guts of the Beowulf. With his greater patience and sense of precision – and his own tank of K-Class – he is slowly, but surely, etching lines along vital components of the Beowulf's structure. He only stops periodically to apply electrical charges and ensure that on top of the kaiju material the electrical workings do not conflict with each other. The K-Circuits' installation are in good hands with him, as he will not settle for anything less than the best work he can provide.

The Beowulf
HP: 12 HP + 6 HP
Cost: This is a retrofit of an existing Prototype, so 1 RP
Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 4-6.
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.
K-Scale Mesh: You may reduce damage at a 2d6 roll (Threshold of 5-6).
- Reduce damage by -1 HP. Applies once per combat turn.
Strikes:
- Counts as One Action (Notable Bonus may apply).
- Roll 2d6, Threshold of 5-6, inflicts 1 HP + 2 HP on success.
Ramming Speed: Counts as One Action. May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
- Follow-On Strike: May attempt a Free Strike at Disadvantage if Ramming Speed succeeds.
Combine: May Combine with either the Shepherd or the V-33 Falcon at reduced cost (see Combine Units)

You nod in satisfaction. By the end of next month, you will have something that BG Peters can really boast about. And then you can work on even further improvements on top of this.


Super Robot prototypes being 'brought up to standard.' Will be fully unveiled next turn.
 
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The Regent and the Union
1148, 15 September, A.D. 2071
Unity Station

As far as briefings you've conducted go, this is by far the weirdest, and certainly one of the more unusual ones. Stress-wise, it's definitely leaning on one of the more moderately-stressful ones. It doesn't quite compare, yet it does: you've had Colonels scream in your face about why this or that piece of equipment hadn't yet arrived, or why you couldn't use unit funds to make an outside purchase that he really needed right this very moment why aren't you swiping it yet hurry the hell up. Taking it a step further to a Brigadier General, one that you've been working with for a year and a half now, isn't the worst.

Even the general oppressive atmosphere of the briefing room itself doesn't give you too much cause for concern. This is a typical approach; dim the lights, ensure no natural sunlight can come in, no sounds from the outside world make it in, etc. Just you staring down the people to be briefed, all along a normal rectangular conference table and with you seated at one empty (except Anna Smith) end, and with them taking up space on the other end. Nothing new there.

No, it's Anna's 'friends' in the Intelligence Service that make you somewhat concerned. Undaunted, but concerned.

"And this Regency came online only recently?" a nondescript man in a plain suit asks. "After being in your custody for several months?"

"That is correct," you say. No matter what you thought of the other person, you've always made it a point to conduct your briefings as neutrally as possible. Just tell them what you're going to tell them, tell them, then tell them what you just told them. No bluster, no outbursts, no jokes. You want to be done with this briefing, they probably want to be done with this briefing. Don't waste time. "It initially made contact with my Xenotechnology specialist, Doctor Brand. I was alerted, and then arrived at her station. The contents of the discussion is already available to you."

"So we saw," Peters says dryly. "Skipping the rote repetition of information, then, Major. Tell us: what is your interpretation on its offer? Do you believe it to be genuine?"

Before you can say anything, a general next to her – one wearing the uniform of a Korean Marine Corps Major General – adds, "What you really think, Major. Not what we would want to hear." Other general-grade officers near him nod in agreement. You can't help but feel amused by all this.

You clearly don't know me that well, you think. You don't let that show on your face, though. "Sir, I have significant doubts about the Regency's claims," you say honestly enough. "As it stands, the Regency is only feeding us enough information to try and give us a context in which to be more sympathetic to it." As you pause to let that sink in, you don't miss the fact that Anna and her counterpart – the Intelligence Services' rank structure you never quite figured out – share a knowing glance with each other.

"But that being said," you continue, "if it's willing to give us something for our help, I say we do so as a one-for-one trade. If it really wants to 'help us,' then I say let it. But only on our terms."

"Sensible," the Intelligence agent agrees. Turning towards you and Anna, he asks, "Chances of detection?"

"At the moment? Minimal." Here you do let your confidence seep through. "After recent separatist attempts to break in, we've taken a lot of steps to make sure they can't."

"I've vetted it," Anna confirms with a shrug. "They keep the artifact secure and with no way to transmit energy or signal. And anyone trying to sneak in will be found." You fight to keep a smirk off your face; Anna was so incredibly salty after being found four out of seven times in a simulated infiltration scenario. Something about 'ruining her winning streak' or something. "If they want in, they'll need a large conventional force at least." At least she's not letting it show.

"Before you come to a decision," you say, "It specifically asked to 'empower' a champion of some kind." Pushing past the incredulous looks the assorted brass are giving you, you continue, "It claims it found a compatible candidate within the base while it was bringing itself online, and wants permission to empower that person. I don't know who that is yet, as it hasn't revealed that information. I just know that when it tries to go home, it's made it clear that it wants the champion to go with it." That piece of information is greeted with mutterings between the board members as they process that. You figured they would; this is talk of a Union citizen the Regency would take with them.

Abruptly - and right on time - Anna chimes in. "I can only recommend that if we do accept that – and as far as I can tell, this is a deal-breaker to it – we have it commit to contributing to our own space exploration program." That spurs another round of mutterings, but you stay quiet and let Anna make this pitch. After she had run this by you earlier, you can't help but agree with her logic. "If we're going to send someone to God knows where in space, we should at least send an escort with them. Both to explore and represent, and to make sure it's not trying anything funny."

By now, you're fairly certain only a few members of the board are even paying attention to you now given the information and recommendations you gave them. Peters is one of them; with a raised eyebrow, she simply shakes her head, raises a glass of water at you in a mock-toast, and grins wryly.

The other is the Intelligence Service man. He looks similar enough to the one you made the Steed and Shade pitch to, but you could never tell. He simply glances at you for a moment, as if looking for something, before nodding briefly and looking back down at his notes.

You get the impression they're going to take a bit to think this one over.

Your briefing, and your recommendations, have caused a bit of a stir. Unity Station's decision will come down within 1-2 Turns. Possible technology gains from the Regency (to include spacecraft) pending the First Minister's decision.
 
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