Turn, Turn and Turn [A]gain! (Turn A Gundam Quest)

Week 13 Result Part 6
[X] Try to provoke them into following you into the woods.
[X] Form up on you.
[X] Stick with your current Battleplan.



With the FLATs gone you place your Leo Beam Rifle back onto the White Doll's backpack, exchanging it for your Dober Gun.

"Corin! Arisa! Form up on me!" You order over your shared channel. "We'll fire off a volley and run, make them chase us!"


SUMO 1 & SUMO 2 are too far away to act!

Rolling 1d100 for Initiative!

Loran (White Doll) = 23!

Corin & Arisa = 22!

Dianna Counter Garrison = 98!

Incoming WaDoms = 66!

SUMOs = 67!

Turn order is: Dianna Counter Garrison, SUMOs, Incoming WaDoms, Loran (White Doll), Corin & Arisa!


WaDoms 20(8+8+4)/8

Target 1d3 = 1! Targeting Loran (White Doll) this Turn!

Siege Beam Cannon 3d1 Attacks = 3!

Missile Tubes 3d6 Attacks = 4!

Micromissile Launchers cannot Damage the White Doll or the Lightwave Shield and are therefore disregarded.

3DC 50 Siege Beam Cannon Hit = 38, 63, 68! 1 Failure! 2 Successes!

4DC 70 Missile Launcher Hit = 65, 81, 56, 71! 2 Failures! 2 Successes!

2DC 4 Target I-Field Save = 4, 1! 1 Success! 1 Failure! Last Hit goes through!

DC 3+2(Penetration) Target Shield Save = 6! Success!

2DC 3 Target Shield Save = 1, 2! 2 Failures! Last Hit goes through!

WaDom Missiles cannot harm the White Doll outside of Critical Hits!


SUMOs 12/6

DC 80-10(Booster Skirt) for Closing In = 66! Failure! SUMOs are too far away to perform Attacks! -50 to next Turn DC!


Incoming WaDoms 32/8

DC 50 for Entering Long Range = 51! Success! Incoming WaDoms do not suffer a Very Long Range penalty!

Targeting 1d3 = 1! Targeting Loran (White Doll)!

Siege Beam Cannon 4d1 Attacks = 4!

Missile Tubes 4d6 Attacks = 8!

Micromissile Launchers cannot Damage the White Doll or the Lightwave Shield and are therefore disregarded.

4DC 50 Siege Beam Cannon Hit = 42; 41; 56; 35! 3 Failures! 1 Success!

8DC 70 Missile Launcher Hit = 91; 14; 65; 81; 81; 35; 95; 10! 2 Failures! 2 Major Failures! 1 Success! 3 Major Successes! Major Successes/Failures cancel each other out! -10 to Missile Launcher Hit DC for one dice next Turn!

DC 1+1(+2(Penetration)-1(Beam Resistant Armor)) Target Armor Save = 2! Success!

WaDom Missiles cannot harm the White Doll outside of Critical Hits!


Incoming WaDs 8/2

DC 70 for Entering Medium Range = 49! Failure! WaDs refrain from firing! -30 to next Turn DC!


Loran (White Doll) 9/12 (Shield 0/4) (I-Field 0/2)

Target 1d3 = 2! Targeting Incoming WaDoms!

Dober Gun 1d2 Attacks = 2!

Telekinetic Strike 1d1 Attacks = 1!

DC 50 Dober Gun Hit = 36, 97! 1 Failure! 1 Critical Success! Critical Hit! Ignore Saves + Double Damage!

DC 10+20(Long Range) Telekinetic Strike Hit = 69! Success!

DC 4 Target Armor Save = 2! Failure!

Critical Hits ignore Saves!

Incoming WaDoms take 10(8+2) Integrity Damage from Single Target Attacks! 1 WaDom has been Disabled!


Corin (Leo Flight Type Custom) 6/6

Target 1d3 = 3 Targeting Incoming WaDs!

Dober Gun 1d2 Attacks = 2!

2DC 20+20(Small Target) = 51, 46! 2 Successes!

2DC 6 Target Armor Save = 1, 2! 2 Failures!

Incoming WaDs take 8(4+4) Integrity Damage from Single Target Attacks! 2 WaDs have been destroyed!


Arisa (Leo Flight Type Custom) 6/6

Target 1d3 = 1! Targeting Dianna Counter Garrison!

Dober Gun 1d2 Attacks = 2!

2DC 30-20(Large Target) = 100, 83! 1 Critical Success! Success! 1 Major Success! -10 to Dober Gun Hit DC next Turn! Critical Hit! Ignore Saves + Double Damage!

DC 4 Target Armor Save = 5! Success!

Critical Hits Ignore Saves!

Dianna Counter Garrison takes 8 Integrity Damage from a Single Target Attack! 1 WaDom has been destroyed!



White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 1 Integrity.


Before you can do anything else you are already under fire from the WaDoms in the Dianna Counter Garrison. Their Siege Beams batter down your I-Field but the one that gets through is stopped by your Lightwave Shield (which is itself broken by their missiles).

The Incoming WaDoms open up right after their compatriots in the garrison, one beam out of four striking you but washing uselessly over the White Doll's armor. Their missiles and micromissiles are ignored.

The WaD complement refrain from firing at you.

You bring your Dober Gun to bear and fire a pair of shells towards the incoming Wadoms the instant you regain your balance. The first shell lands short, but the other strikes a weak point on a WaDom where its head meets the body, taking the whole upper half of the large Mobile Suit with it. What is left sways for a bit before it falls over. Your Telekinetic Strike caves in a section of armor plating on another WaDom.

Corin goes for the WaDs, taking out two of them with Dober shells. Arisa targets the garrison, one shell bouncing off the armor while the second finds a gap in it, killing the whole unit in a massive explosion.

The SUMOs are still en route.


Dianna Counter 1d100 = 97


Judging from their collective Pressure…you'd say they're ready. "That's enough! We're leaving!"


Loran (White Doll) DC 80-20(Flight+) for Disengaging to Very Long Range = 81! Success! Loran has entered Very Long Range! Loran has entered Light Cover! Initiative Ceded!

Corin & Arisa DC 50 for Disengaging to Very Long Range = 66! Success! Corin & Arisa has entered Very Long Range! Corin & Arisa has entered Light Cover! Initiative Ceded!


Incoming WaDoms 22(8+8+6)/8

Incoming WaDoms are Pursuing!

DC 80 for Pursuit = 23! Failure! -10 to next Turn DC!

Incoming WaDoms have lost their Target Lock until next Turn!


SUMOs 12/6

SUMOs are Pursuing!

DC 60+10(Far Away) for Pursuit = 66! Failure! -40 to next Turn DC!

SUMOs are at Very Long Range and refrain from firing!



White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 1 Integrity.


It is almost in unison that you and your nominal subordinates drop out of the sky, only to brake at the last second and fly northwest into the woods through a gap created by a river. You can feel the Pressure from your pursuers as they chase you, eager to fire at the Mobile Suit that has stood tall against them and endured enough firepower to put down a battleship.

The WaDoms fall behind but continue their pursuit nonetheless, helped along by you popping above the treeline every few minutes to keep them following you. The SUMOs on the other hand, by virtue of being fliers, simply follow the river from the air. They are still far enough behind that they refrain from firing on you, but they are unlikely to lose you anytime soon.


Militia Assault 1d100 = 80


Half an hour into the chase a series of explosions sound in the distance. Must be the Militia.

Your pursuers stop to look at the distant battle, their Pressure revealing their thoughts to you: Two WaDoms and a trio of WaDs is not enough to deal with a massed Mobile Suit assault, technological superiority or no (had the Kapools been attacking alone however…).

They turn around, rushing back in the hope of, if not joining the battle, then at least to escort fleeing allies or rescue prisoners.


You decide to-


[] Turn the tables and attack them.

[] Ignore them and race towards the battle.

[] Stall them.

[] Write in.



As for your approach.


[] Keep current Battleplan.

[] Change your Battleplan.
--[] Write in.




*********



DC 50 for Exhaustion = 65! Success! Loran's Condition Remains Normal!

DC 20 for Exhaustion = 55! Success! Corin's Condition Remains Normal!

DC 20 for Exhaustion = 66! Success! Arisa's Condition Remains Normal!
 
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DC 50 for Exhaustion = 65! Success! Loran's Condition Remains Normal!
And that, kids, is why we don't use the Voiture Lumiere yet. +30 to that DC would've made us fail. In any case:

[X] Stall them.
[X] Keep current Battleplan.


No reason to change the battle plan, and if we can keep these SUMOs and WaDoms occupied the Militia should be able to handle the attack just fine.
 
[X] Turn the tables and attack them.
[X] Change your Battleplan.
-[X] Switch to Telepathic Strike

Time to score some captures while these guys are isolated.
 
Votes so Far:


Approach.
3 votes for [X] Turn the tables and attack them.

2 votes for [X] Stall them.


Battleplan.
3 votes for
[X] Change your Battleplan.
-[X] Switch to Telepathic Strike


2 votes for [X] Keep current Battleplan
Adhoc vote count started by Iceblocks on Sep 30, 2017 at 8:27 AM, finished with 631 posts and 5 votes.
 
Last edited:
Week 13 Result Part 7
[X] Turn the tables and attack them.
[X] Change your Battleplan.
-[X] Switch to Telepathic Strike


[X] Approach.
--[X] Stay at Long Range
[X] Mobility.
--[X] Take to the air with the Flight Mode.
[X] Initial left hand Weapon.
--[X] Dober Gun.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Stick to the Psychoframe.
[X] NT Power.
--[X] Telepathic Strike.


A flick of the White Doll's controls brings it to a halt, gently landing it in a shallow part of the river before you turn it around to face the retreating Dianna Counter and Royal Guard suits. Corin and Arisa touch down beside you, sending spouts of water into the air from their comparatively heavier landings.

"What's up?" Asks Corin over your shared comm-link. "That's probably the Militia over there, but what's the plan?"

"We're turning the tables." You declare as you quickly mark the locations of the Mobile Suits that were just pursuing you. "We are going after them!"


Loran (White Doll) DC 80-20(Flight+) for Pursue to Very Long Range = 33! Failure! Pursuit Continues! Loran (White Doll) is too far away to Attack! -20 to next Turn DC!

Corin & Arisa DC 50 for Pursue to Very Long Range = 74! Success! Corin & Arisa has entered Very Long Range! Initiative Ceded!


SUMO 1 6/6

SUMO 1 is busy escaping!


SUMO 2 6/6

SUMO 2 is busy escaping!


WaDoms 24/8

WaDoms are out of range!

WaDoms are too busy escaping!


Corin (Leo Flight Type Custom) 6/6

Target 1d2 = 1 Targeting Incoming SUMO 1!

Dober Gun 1d2 Attacks = 2!

2DC 30+30(Very Long Range) = 81, 40! 1 Success! 1 Failure!

DC 4 Target Armor Save = 2! 2 Failure!

SUMO 1 takes 4 Integrity Damage!


Arisa (Leo Flight Type Custom) 6/6

Target 1d2 = 2! Targeting SUMO 2!

Dober Gun 1d2 Attacks = 2!

2DC 30+30(Very Long Range) = 67, 25! 1 Success! 1 Failure!

DC 4 Target Armor Save = 4! Success!



White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 1 Integrity.


You take off immediately after your declaration. A bit too immediate to be exact, for you manage to tangle the White Doll's legs into the trees. It doesn't stop you, but it slows you down enough for Corin and Arisa to overtake you in their Leos. They fire two shots each the moment they get within the effective range of their Dober Guns, both missing and hitting with one shell each. Corin's hit takes the arm off one of the SUMOS, while Arisa's glances off the other SUMO's armor and detonates among the trees below.

The SUMOs are too busy returning to their beleaguered comrades to fire back. The WaDoms, already falling behind when they were the ones pursuing you, are too far away to effectively fire back even if they were not more concerned with other matters.

The chase goes on.


Loran (White Doll) DC 60-20(Flight+) for Pursue to Very Long Range = 44! Success! Loran (White Doll) has entered Very Long Range! Initiative Ceded!


Corin & Arisa DC 50 for Close to Long Range = 9! Critical Failure! Corin & Arisa have fallen behind and can no longer Attack! +20 to next Turn DC!


SUMO 1 2/6

SUMO Beam Pistol 2d3 Attacks = 4!

4DC 40+30(Very Long Range) = 10; 90; 84; 28! 2 Major Failures! 1 Major Success! 1 Success! Major Failure/Success cancel each other out! +10 to SUMO Beam Pistol Hit DC next Turn!

2DC 4 Target I-Field Save = 1, 4! Failure! Second Attack goes through!

White Doll I-Field takes 2 Integrity Damage! White Doll I-Field is broken!

DC 3+1(Penetration) Target Shield Save = 4! Success!


SUMO 2 6/6

SUMO Beam Pistol 2d3 Attacks = 5!

5DC 40+30(Very Long Range) = 40; 17; 15; 68; 94! 1 Failure! 2 Major Failures! 1 Major Success! Major Failure/Success cancel each other out! +10 to SUMO Beam Pistol Hit DC next Turn!

DC 3+1(Penetration) Target Shield Save = 2! Failure!

White Doll Lightwave Shield takes 2 Integrity Damage!


WaDoms 24/8

WaDoms are out of range!

WaDoms are too busy escaping!


Loran (White Doll) 9/12 (Shield 2/4) (I-Field 0/2)

Target 1d2 = 2! Targeting SUMO 2!

Dober Gun 1d2 Attacks = 2!

2DC 60+30(Very Long Range) = 73, 13! 1 Failure! 1 Major Failure! +10 to Dober Gun Hit DC next Turn!

Telepathic Strike cannot be used at Very Long Range!



White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 1 Integrity.


You speed up at the same time that the SUMOs do, leaving Corin and Arisa behind. The SUMOs detect your approach, for they half-turn in midair to unleash a hail of automatic beam fire from their Beam Pistols. Most of the shots miss, but the three that hit break your I-Field and take a bite out of your Lightwave Shield.

Your return fire does nothing but ruin two patches of forest. They are too far away for you to use your powers too.

The WaDoms continue to run.


Loran (White Doll) DC 60-20(Flight+) for Close to Long Range = 7! Major Failure! Loran (White Doll) remains in Very Long Range! +10 to next Turn's DC! Initiative Ceded!


Corin & Arisa DC 50+20(Critical Failure) for Pursue to Very Long Range = 49! Failure! Corin & Arisa are out of range cannot Attack! -20 to next Turn DC!


SUMO 1 2/6

SUMO Beam Pistol 2d3 Attacks = 3!

3DC 40+30(Very Long Range)+10(Major Failure) = 56; 39; 36! 3 Failures!


SUMO 2 6/6

SUMO Beam Pistol 2d3 Attacks = 4!

4DC 40+30(Very Long Range)+10(Major Failure) = 99; 18; 66; 47! 2 Failures! 1 Major Failure! 1 Major Critical Success! Major Failure/Success cancel each other out! +10 to SUMO Beam Pistol Hit DC next Turn! Critical Hit! Ignore Saves + Double Damage!

Critical Hits Ignore Saves!

White Doll I-Field takes 4 Integrity Damage! White Doll I-Field Broken!

White Doll Lightwave Shield takes 3 Integrity Damage!


Loran (White Doll) 9/12 (Shield 0/4) (I-Field 0/2)

Targeting SUMO 2!

Dober Gun 1d2 Attacks = 2!

2DC 60+30(Very Long Range)+10(Major Failure) = 83, 93! 1 Failure! 1 Success!

DC 4 Target Armor Save = 6! Success!

Telepathic Strike cannot be used at Very Long Range!


White Doll Lightwave Shield Regenerates 2 Integrity.

White Doll I-Field Regenerates 1 Integrity.


Corin and Arisa prove unable to catch up, their Leos too slow to keep pace as the White Doll and the SUMOs further increase their speed. This time the exchange of fire is shorter, with only one beam shot out of the hail able to hit you. It tears through your I-Field and breaks your Lightwave Shield, but the effort expends all its energy.

You return fire, of course, but only one of your shells hit. It explodes against the armor without penetrating, doing little more than causing dents.


*


The chase continues like this until you reach the Dianna Counter base. Or rather, what is left of it. Kapools and Borjarnon are pacing around the wreckage, poking at destroyed Mobile Suits where they are not taking potshots at fleeing Dianna Counter soldiers.

Your quarry takes off to the southwest to offer covering fire to the escaping trucks. You-


[] Let them run.

[] Join the Militia in shooting at them.

[] Keep up the pursuit.



*********



DC 60 for Exhaustion = 85! Success! Loran's Condition Remains Normal!

DC 30 for Exhaustion = 79! Success! Corin's Condition Remains Normal!

DC 30 for Exhaustion = 60! Success! Arisa's Condition Remains Normal!
 
Rolling 1d2 to break the tie.

1 = [X] Keep up the pursuit.
2 = [X] Let them run.

EDIT: The winner is [X] Let them run.
Iceblocks threw 1 2-faced dice. Reason: Tiebreaker Total: 2
2 2
 
Week 14
Week 14 (Week 3 of the Lunar-Amerian War)



[X] Let them run.



You decide against pursuing the Dianna Counter further, instead landing by the forces going through the ruined base. Captain Gavane's brown Borjarnon is the easiest to spot, and with Sochie all the way over on the other side of the camp it is him that you make the White Doll approach first.

"How did it go?" You ask once you have gotten his attention.

"Pretty well." He boasts, cockpit hatch open to reveal him guzzling water from his canteen. "Captain Dant and I lost a few men each to the Scarecrows, but you did a good job at clearing them out for us. Could have gotten really ugly had there been more of them."

Around you the Militia is looting that which the Dianna Counter failed to destroy or take with them, mostly Moonrace small arms and everything that looks vaguely technological.


*


You and the Militia force spends the night at the captured base after an afternoon spent looting and trying to rebuild it into something defensible. Once morning comes it is time to return to Headquarters, for most of you at least. A small force of Mobile Suits remains behind to garrison the base. They should receive some reinforcements in a day or three.

The trip back to Headquarters goes without a hitch, and when you return it is to the sight of new Mobile Suits, fresh off the train, standing ready to reinforce the Militias. Most of them are more Borjarnon and Kapools, but there are three purple and black Mobile Suits standing beside the Luziannans-



As well as a pair of black and pink suits towering above the new Kapools.



Colonel Mallygan is there to proudly announce the new Mobile Suits when you arrive. "We call our new Mechanical Dolls the Luziraiders! And those of our Inglessan allies are the Papillion! With these new weapons, we shall drive the Dianna Counter off the face of the Earth!"

"The Colonel really talked these up. But I asked him about them and apparently they had no weapons beyond their swords when we dug them out." Captain Gavane confides in you an hour later. The two of you are looking over the new Mobile Suits, with other interested parties (such as Sochie and Miashei, who are admiring the Papillion over to the side) standing around you. "We're gonna have to give them Borjarnon Weapons if we want them to be able to shoot at things."

The Papillion also seem to have their issues. Apparently, one of the test pilots tried to activate some kind of drone system only for the drones to simply fall uselessly onto the ground. Perhaps they aren't really meant for ground combat.

Whatever the case, there is clearly something like a Psychoframe, but less, inside of the Papillion…


*


With the Dianna Counter base destroyed and the Florians successfully holding the line the frontline has become a little clearer. In the briefing you, Captain Gavane and the Colonels had with Lord Guin he outlined a plan consolidate recent territorial gains and reinforce the Florians. The breakthrough two weeks ago helped, but the Dianna Counter fortress to the west of the mouth of the Florian peninsula still threatens the Florian supply and reinforcement routes.

Still, as an Autonomous Corps you are mostly left to your own devices.


All Systems gain +1 Condition!

Roll 2d2 for Self-Repair = 2! White Doll regains 2 Integrity!
White Doll Integrity = 11/12



Between briefings you have the time to set this week's Priority Repair.


[] The White Doll itself. (Recover 7d2 Integrity)

[] One of the White Doll's systems. (System gains 1d100 Condition)
--[] Write in System.


Weapons


Type-TX Beam Pistol 10/500 (Heavily Damaged. Ranged)
Attacks Per Turn: 1d2
Damage: 2
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Unreliable: Unusable for one Turn on Major Failure. Unusable for all following Turns in a Scene(Update) upon Critical Failure.



Defensive Systems.


Turn-Type Armor (Non-Combat Mode).
Armor Grade: 6
Armor Save: 1+
Special:
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
-Nano Lamination 2: Damage from non-Penetrating Kinetic and Explosive attacks is reduced by 2 (to a minimum of 1). Nullifies damage from Point Defense Weapons.


Left Arm Lightwave Shield (Non-Combat)
Shield Grade: 4
Shield Size: Medium.
Shield Save: 3+
Shield Integrity: 6
Special:
-Lightwave Shield: Does not block lasers.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


I-Field. 209/500 (Heavily Damaged)
Field Density: 5-2
Dissipation Save: 4+
Field Integrity: 4
Special:
-I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration.
-Dampening: Whichever Ranged Beam Attack breaks through the I-Field has its Damage reduced by remaining Field Integrity.
-Regenerate 1: Regains 1 Integrity at the end of each Turn.



Mobility Systems.


Landskimmers. 14/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode).
-Flight+: Unit can fly. Terrain modifiers ignored. Hidden -20 Modifier to Speed rolls while flying.
-Lightwave Propulsion: This system requires no fuel, only energy.


Lightwave Main Propulsion (Voiture Lumiere). 14/500 (Heavily Damaged, Unstable)
-Extreme Speed: Hidden -45 modifier to speed DC while in the air or in space.
-Unstable: +1d45 modifier to speed DC while in use.
-Demanding: +30 to Condition DC after three Turns or one Engagement of usage with Pilot Skill below 4.
-Lightwave Propulsion: This system requires no fuel, only energy.



PSI Systems.


Psycommu System.
-Psyco-Control: Pilot Level may not go below 1. May control the White Doll while outside the cockpit at NT-Level 3.
-Requirement: Requires NT Level 2 to use.


Psychoframe.
-NT-Amp: Allows the usage of MS scale NT powers.
-Requires NT Level 2 to use.


NT-D Mode.
-NT+: Allows the usage of NT power one level above that of the user's Level.
-Demanding: +100 to Condition DC after three Turns or end of Engagement if the user is not NT Level 4 or above.
-Exclusive: Cannot be used at the same time as Bloody Siege Mode.


Bloody Siege Mode.
-Mode Change: Splits the mobile suit into pieces, nine in total (ten with backpack). Each piece (except backpack) has its own I-Field. Can be used within gravity.
-Requirement: Requires Pilot Level 4 and NT Level 4.
-Excusive: Cannot be used as the same time as NT-D Mode.



Stealth Systems.


Invisible Umbrella 14/500 (Heavily Damaged)
-Cloak 1: -10 modifier to various DC as the White Doll disappears from passive sensors. Breaks when the White Doll enters Medium Range or attacks.


Holo-Decoy 14/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 14/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.


Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Carapace I-Field 14/500 (Heavily Damaged)
-Carapace Flight Mode 14/200 (Damaged)


*


Between patrols, hanging around Headquarters and keeping watch over Kingsley Valley you have the free time to…


Choose 2

[] Continue your training under Arisa and Corin.
--[] Go alone.
--[] Invite someone (write in).

[] Talk with Arisa and Corin.

[] Hang out with Sochie and Miashei.

[] See what Captain Gavane has to say.

[] Grab Sochie so you can experiment with Pressure together.

[] Check on Sid at Kingsley Valley.

[] Go on a mission.
--[] With Corin and Arisa (Default)
--[] Join up with the Inglessan Militia.
--[] Join up with the Luziannan Militia.

[] Spend time with the disguised Queen Dianna.

[] Seek audience with Lord Guin.



**************************************************


Dom Stats.


Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Speed+: -15 to Speed-related DC.
-Evasion 1: +10 to Hit DC vs this unit when Pilot Level is 3 or above.


Weapons.

Scatter Beam Gun.
Attacks: 1d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-First Strike: goes first out of all weapons.
-Blinding: +40 to the Target's Melee Hit DC. Nullified by certain systems and NT Powers.
-Mounted Weapon: Does not count towards Equipped Weapons.

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.

Zaku Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Heat Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Qubeley Mk.2 Stats.


Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Flight+: -20 to Speed-related DC. Unit can fly.
-Voidborne: +20 to Speed-related DCs and -10 to Hit DCs vs this unit when this unit is within a gravity well.
-Psycommu: Can be controlled with Psyco-Control.


Weapons.

Qubeley Beam Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Beam Sabers.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Mk.2 Funnels.
Attacks: 12d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.
-Remote Weapon (Funnels): May retarget spare attacks after defeating an enemy. Funnel Pilot Skill is an average of the Pilot's Piloting Level and their NT Level. After two Turns of activity the Funnels must return to their carrier to recharge for one Turn.
-Ordnance: Valid targets for Point Defense Weapons.
-Conditional (Space): May only be used in zero gravity.
-Requirements: Requires NT Level 2 to use.
 
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[x] One of the White Doll's systems. (System gains 1d100 Condition)
--[x]
I-Field.

[x] Continue your training under Arisa and Corin.
--[x] Invite Sochie

[x] Check on Sid at Kingsley Valley.


Unless we have a battle before we get the first day's repair roll we'll be at full.

And I want to max the I-Field ASAP.
 
Last edited:
It completely slipped my mind to include the choice of the Week's actions into the update. They have now been added in.
 
[x] One of the White Doll's systems. (System gains 1d100 Condition)
--[x]
I-Field.

[x] Continue your training under Arisa and Corin.
--[x] Invite Sochie

[x] Check on Sid at Kingsley Valley.


The hell are we gonna do with quebelay's in atmosphere?
 
The hell are we gonna do with quebelay's in atmosphere?
Use them.

In space they'ed be death gods capable of butchering anything we've seen thus far other than the White Doll and a serious threat to the White Doll as it is now thanks to those funnels, unless our NT-D has the full capabilities of the original and they're just unlisted.

On the ground they're still some of the best MS's the Milita has. They've got better armor and more gun than almost all Militia stuff. And they're the ONLY flying MSs the Militia proper has.
 
[x] One of the White Doll's systems. (System gains 1d100 Condition)
--[x] I-Field.

[x] Continue your training under Arisa and Corin.
--[x] Invite Sochie

[x] Check on Sid at Kingsley Valley.
 
[x] One of the White Doll's systems. (System gains 1d100 Condition)
--[x] I-Field.

[x] Continue your training under Arisa and Corin.
--[x] Invite Sochie

[x] Check on Sid at Kingsley Valley.
 
Week 14 Result
[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] I-Field. 209/500 (Heavily Damaged)



A quick tap of a holographic key keeps the Priority Repair System working on the I-Field.


Roll 1d100 Priority Repair = 71! I-Field Condition is now 209+71!


*


[X] Continue your training under Arisa and Corin.
--[X] Invite Sochie.



In your free time you continue your training under Arisa and Corin whenever the situation allows. You decide to invite Sochie to train with you, and she readily comes with her Kapool to the training ground of the Laura Rola Autonomous Mechanical Doll Corps. It is hard work, for both of you, but you are definitively improving.

You take the lessons learned from the raid in the Dianna Counter base to heart, and your nominal subordinates are more than happy to help you build on them. Sochie, having no formal training beyond what the Militias have figured out for themselves, gets the most attention from your teachers, and shows the most progress.

You are definitively getting better…


+15 Pilot XP.

Sochie receives +30 Pilot XP Sochie has attained Pilot Level 3!



"So…" Sochie says over lunch once you are done with training for today. "I was thinking of asking to pilot one of the Papillion." The four of you are eating a meal of bread, cheese and salted meat by the riverside, which has been slightly altered by all your stomping around over the past few weeks. Has it really been more than three months? It is already October…

"Papillion?" Arisa asks after swallowing. "Is that what you are calling them? The way I remember it that type of Mobile Suit was called a Qubeley. Haman used one of them, though it was painted differently."

Sochie tilts her head. "Qubeley? That's a weird name. Almost as weird as what you two keep calling the White Doll."

"What's wrong with Turn X?" Corin lazily demands from where he is sunning himself off to the side. He went to lie down after finishing his meal.

"It doesn't make sense!" Sochie protests. "A turned X is still just an X!"

Arisa shrugs. "Don't look at me, I didn't name it. The guy who did said it was to 'stick to the theme', whatever that means."

Sochie just huffs at the older woman's placating tone. "I still think it is weird." She turns to face you, who has been busily chewing your food while taking in the entertainment. "But what do you think? About me and the Papillion?"

You swallow your mouthful of food. "You sensed it too, then?" You ask, poking her with your Pressure for emphasis. "That it is a little like the White Doll?"

She nods. "Yes. It moved a little when I used my power on it. I love my Kapool, but I still kinda want to try piloting a Papillion."


[] Offer her a position in the LRAMDC.

[] Encourage her.

[] Smile and nod.



*


[X] Check on Sid at Kingsley Valley.


The next day you give Corin and Arisa the day off with orders to remain on the ground if they decide to join a patrol. You've been flying a lot the past weeks and the quartermasters sent you a notice on how much fuel their Leos are using. It isn't a problem yet, and you suspect that it would have to become a great problem indeed before Lord Guin makes an issue of it, but there is no point in antagonizing them. Besides, you'll be staying behind friendly lines all day. The danger of being caught alone by the enemy is next to nonexistent.

Specifically, you plan on checking up on Sid over at Kingsley Valley.

You fly north into southern Luzianna, speeding uninterrupted through the air at a height of a few thousand feet, and arrive at Kingsley Valley before too long. The dig site has been vastly expanded since you and Dianna-as-Kihel came here to purchase the long dried-up riverbed from Will Game, featuring a whole camp of engineers and workers. There's even a small garrison of Kapools and Borjarnon.



And, for whatever reason, seven or eight Moonrace trucks. You should definitively look into that.

The answer as to what is up with the trucks turns out to be a lot more benign than you feared: A group of Moonrace settles, specifically engineers and archeology enthusiasts, decided to defect when the Dianna Counter refused them access to their own dig sites. Their leader, Chief Engineer Horace Niven, is currently working with Sid to excavate the machines within the Kingsley Valley Mountain Cycle.



"I never expected the White Doll's pilot would be so young." He comments in a steady, friendly tone. Your Pressure tells you that it is genuine, so you return the smile.

"Thank you, sir. How are things here?"

Sid chuckles before dragging you towards a set of large lumpy masses, one big and three small, sitting underneath a roof of camouflage netting. You think you can see some yellow underneath all the dirt and nano-skin.

"We have found and excavated a few of these, and there are more still buried in the wall opposite the ship!"

Now that you are closer, you believe that you can make an accurate guess on what it will look like when everything is cleaned off.





"They do not use wheels or threads to move, and they can move as fast as a speeding train!" Sid continues to boast. "And not only that! We have also found those!"

He points to a pair of large yellow domes lying at rest under their covers. "They seems to be mobile hangars. We think they are supposed to be attached to the Gallops. The Trots are too small." At your questioning look he continues. "Ah, we call the big ones the Gallops. The Trots are the small ones."

Interesting. And potentially very useful. A land battleship designed for mobility could come in handy in a lot of ways.


[] Lord Guin will probably assign you one in a week or two, no need to fret.

[] Requisition a Trot when you get back to Headquarters.

[] Requisition a Gallop when you get back to Headquarters.

[] Requisition a Gallop with the Hangar attachment when you get back to Headquarters.



*


As fun as it is to tour the Kingsley Valley dig site (especially the partially buried spaceship), you can't just stand around taking up Sid and Chief Horace's time all day. After a moment of consideration you decide to-


[] See how Will Game and Ms. Halleh is doing.

[] Use the White Doll to help them excavate.

[] Return to Headquarters.
 
[X] Encourage her.
[X] Lord Guin will probably assign you one in a week or two, no need to fret.
[X] See how Will Game and Ms. Halleh is doing.

Quebeley probably wont be much of a target on earth, and sochie will have practice for when we get to space.
 
[x] Offer her a position in the LRAMDC.

[X] Lord Guin will probably assign you one in a week or two, no need to fret.

[x] Use the White Doll to help them excavate.
 
[x] Offer her a position in the LRAMDC.

[X] Lord Guin will probably assign you one in a week or two, no need to fret.

[x] Use the White Doll to help them excavate.
 
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