Zeon, Last of the Loyal Quest

[X] Circumvent the stations defenses, land troops, or armor, or Mobile Suits, or all three in the population center
[X] Repair All
 
[x] Take the station with Mobile Suits, land troops on the station
[x] Repair (0095)

By the way, are you going to allow research into technology right with dice rolls?

Yes research will be available later, though first the intro Europa stage needs to be passed just to introduce all the gameplay elements
 
I just looked up the 2 ship types we have and I'm now confused about what time period our good lieutenant was from.

The Musai Light Cruiser and all the Zaku II's tell me he is from circa 079-082 UC era, but the Zamouth Nadas are a different story.

Those are from Crossbone Gundame (aka Mobile Suit F91), which takes place 44 years after The One Year War. UC 123 vs UC 079.

Maybe its an AU, in more ways than one.
 
Yes research will be available later, though first the intro Europa stage needs to be passed just to introduce all the gameplay elements

Okay, thanks.
Also, in terms of technology, are we limited to only UC tech or can we start investigating tech from other Gundam universes?
I am asking since we are already in Europa/Jupiter, maybe the dice gods will bless us with GN Drives.
 
I just looked up the 2 ship types we have and I'm now confused about what time period our good lieutenant was from.

The Musai Light Cruiser and all the Zaku II's tell me he is from circa 079-082 UC era, but the Zamouth Nadas are a different story.

Those are from Crossbone Gundame (aka Mobile Suit F91), which takes place 44 years after The One Year War. UC 123 vs UC 079.

Maybe its an AU, in more ways than one.

Yeah pictures of Zeon ships from Universal Century are frustratingly hard to come across. I had fudge with the gunships, because I couldn't find the pictures of the ships I wanted from the sweet, sweet zeon era of 70-90 UC

Okay, thanks.
Also, in terms of technology, are we limited to only UC tech or can we start investigating tech from other Gundam universes?
I am asking since we are already in Europa/Jupiter, maybe the dice gods will bless us with GN Drives.

Exploration of Europa will give you a sense of what's available. Suffice to say, most tech from most Gundam timelines will be available because alternate gundam timelines never stray too far from the shared tech-tree. With exception of course, but off the top of my head I can't think of any your Zeon scientists couldn't at least try for
 
Turn 2- Station Secure
Capture the base, we find out who and what we are facing.

We also eliminate a potential thorn in our side and actually secure the immediate area.

The base has probably called for reinforcements, but the faster we take them out, the less intel they can gather and pass on.

[x] Take the station with Mobile Suits, land troops on the station

[x] Repair (0098) probably mean 0092 since that was the one with the damage.

But yeah, need to keep all the suits operable, but we don't have to fix every ding.
[x] Take the station with Mobile Suits, land troops on the station
[x] Repair (0095)

By the way, are you going to allow research into technology right with dice rolls?
[X] Circumvent the stations defenses, land troops, or armor, or Mobile Suits, or all three in the population center
[X] Repair All

"Stay put 91 leader," You say, shifting in your chair. "We're bringing in the fleet guns, we'll subdue them,"

The Assault MS's and Zeon fighters do slow drifting patterns as the 7th fleet approaches. Your ship guns are a longer range then the MS's, and once you reach the yellow accuracy zone you give the command to open fire.

The station attempts to fire back, but the torrent of laser batteries you unleash is too much. The precision of Zeon tech allows for the destruction of the guns with little collateral station damage. You hope at least. It's impossible to tell what's going on inside until you breach the station.

"I'm picking up heavy radio chatter," A tech says, sliding off their headset. "If I had to guess, it's an SOS,"

"Then we must move quickly," Vice Admiral Kubric says, pursuing the computer screens that hang above you.

"Commando units," You say, pressing the comm button on your chair. "Prepare for boarding action,"

Red lights flash and alarms sound. Rows of Zeon commandos stream into launch-pods, strapping themselves and their weapons in. A single, long horn sounds, and then the pods all launch.

The Zeon Mobile suits drift around the station. Some touch down on top of it, slowly walking around and scoping it out. The pods arc towards entry hangers, then explode in speed as they near.

All of them impact against the station, then release tons of compressed air as they open up and release the commandos. The Zeon troopers stream out of the pods and into the base.

You listen to the squad leaders' radio chatter as they breach the station section by section. Few shots are fired, and the entire operation takes less than an hour. Finally the commando caption radios that the station has been secured.

"Prepare to dock," You say, and the technicians relay your orders.

The 7th fleet nears the station, and the Light Cruiser breaks away to connect to one of the hangers. You stand from your chair, and a command assistant walks over with your cape. You stare at the computer screen displaying the station as the assistant fastens your gear. What waits inside?

After your cape is fixed, you turn and walk out of the command room flanked by Vice Admiral Kubric and Captain Lennstett. You personal guard, a four man team of Zeon commandos, also follows.

There are more soldiers preparing to board the station as you reach the Light Cruiser connecting bay. They stand aside and salute as you pass. The connecting bridge takes you inside the station hanger.

There are all manner of strange ships docked in the hanger. Their strange tech and insignias unnerve you, though you don't show it.

The station turns out to be very large, full of large tunnels that serve as paved roads, and even larger chambers that could easily house a small city. You find the commando captain in one of the central buildings, one you can only assume is a command center.

"Sir!" The captain says, saluting with the other commandos as you enter the room. It is indeed a command center of some kind, though all the technology looks alien to you. Also in the center are a group of people in strange, colorful uniforms.

"Well?" You say, coming to a stop before the group. "What have you found out, who owns this station?"

"It's difficult Lieutenant sir," The captain says, coming up beside you. "We can't understand them, and we've only found one person on this station who speaks a language with Federation standard words. But it's a mixed language, so even that's frustrating us,"

"I'll get the ship's linguist on it," Captain Lennstett says. You nod in agreement.

"What have you found so far," You say.

"Well," The captain says. "This station, as well as Europa, is owned by what I can only say is a corporation of some kind,"

"A corporation?" You say, incredulous. "The entire planet?"

"Yes sir, a Halan Heavy Industries,"

"What of the Federation, and Zeon? What year is it?"

"He says," The captain pauses, working his glove. "Well, he says it's the year 68, Gold Century,"

"Gold century, are you sure?"

That doesn't make sense. You've never heard of such a thing. When did the measurement of time change?

"Well sir, again the language is iffy. But I think that's what he's saying. As for the Federation, apparently it's something he's heard of, but doesn't know what exactly it is. And he doesn't know the Principality of Zeon. They think we're pirates,"

The room falls into silence. The group in the center stares at you, some fearful, others anxious. You stare back, digesting this information.

"Halan Heavy industries," You repeat. You turn away from the group in the center, back towards the commando captain. "They are nothing compared to Zeon. And they will soon learn this lesson, the hard way,"

The 7th Fleet has acquired an Orbital Station with defense capabilities. It's defense capabilities are 0% currently, and require two mechanical teams and five Industrial Resources to repair. Your IR count is currently at 0.

[]Collect Enemy Mobile Suit Debris
[]Land troops, or armor, or Mobile Suits, or all three in the population center
[]Land troops, or armor, or Mobile Suits, or all three in the mine
[]Plot Course off of Europa
 
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[x]Collect Enemy Mobile Suit Debris

Halan Heavy industries, is this a canon company?

To clarify my knowledge of Gundam UC is bare. All I know comes from the Sieg Zeon quest (read only the first war) and Kaiser Chris' Gihren's Glory fanfic.
 
Halan Heavy industries, is this a canon company?

Doesn't appear to be.

I'm getting a feeling that we might be in an alt-timeline or one of those Super Robot War game settings. (Which are basically what-if verse's where multiple franchises all happen to exist in the same timeline)

Super Robot Wars

[x] Land troops, or armor, or Mobile Suits, or all three in the population center
-[x] Troops and armor

We need to find more people who speak Federation common so we can get a better picture of what the hell is going on.

That means civilians, preferably college staff (professor of Linguistics for example), and access to public and collegiate libraries.
 
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[X]Land troops, or armor, or Mobile Suits, or all three in the population center

let's make sure that the locals are compliant before we do anything else
 
Turn 3- Europa-1 Occupation
[x]Collect Enemy Mobile Suit Debris

Halan Heavy industries, is this a canon company?

To clarify my knowledge of Gundam UC is bare. All I know comes from the Sieg Zeon quest (read only the first war) and Kaiser Chris' Gihren's Glory fanfic.
Doesn't appear to be.

I'm getting a feeling that we might be in an alt-timeline or one of those Super Robot War game settings. (Which are basically what-if verse's where multiple franchises all happen to exist in the same timeline)

Super Robot Wars

[x] Land troops, or armor, or Mobile Suits, or all three in the population center
-[x] Troops and armor

We need to find more people who speak Federation common so we can get a better picture of what the hell is going on.

That means civilians, preferably college staff (professor of Linguistics for example), and access to public and collegiate libraries.
[X]Land troops, or armor, or Mobile Suits, or all three in the population center

let's make sure that the locals are compliant before we do anything else

Europa Occupation Report

Forces Involved
Infantry

Armor


Population Designation Europa-1 has been secured. There was zero resistance.

Roll 1d100 to begin intelligence gathering.

The 7th fleet has secured a population center. The population is 10% hostile, 40% restless and 50% stable. Infantry can be recruited from population centers that are at least 40% stable and are first level assimilated. Stability and Assimilation take time, or troop and armor presence, or the construction of a Zeon culture center or security base. Each costs 10 IR. Recruitment is available after the construction of a training camps at 10 IR.






Zeon Infantry and Commando forces have taken Europa 1.

[]Collect Enemy Mobile Suit Debris
[]Move troops, or armor, or Mobile Suits, or all three in the mine
[]Plot Course off of Europa
 
That went well, need to roll to see what we can find out.

[x]Move troops, or armor, or Mobile Suits, or all three in the mine
-[x] Commandoes and Mobile Suits (2)

Need some men on the ground and a couple of heavies to provide support.

So, now we have a pop center that we can begin recruitment from fairly quickly.

Need those IRs coming in to pull it off though, so mine it is.

Edit: Blech, Federation common is a dying or dead language here it appears.
Valerian threw 1 100-faced dice. Reason: Intel Total: 23
23 23
 
[x]Move troops, or armor, or Mobile Suits, or all three in the mine
-[x] Commandoes and Mobile Suits (2)
 
I agree with the above forces, but we should take time to insure hostile populace is pacified peacefully, we don't want to dirty where we get our supplies from anyway.

Also did we collect the MS suits yet? After the nine we should spend a turn or two recollecting what we need. As well as teaching proper Zeon to the people.

edited: forgot to add the plan lol!

[x]Move troops, or armor, or Mobile Suits, or all three in the mine
-[x] Commandoes and Mobile Suits (2)
 
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Turn 4- Mine Occupation
That went well, need to roll to see what we can find out.

[x]Move troops, or armor, or Mobile Suits, or all three in the mine
-[x] Commandoes and Mobile Suits (2)

Need some men on the ground and a couple of heavies to provide support.

So, now we have a pop center that we can begin recruitment from fairly quickly.

Need those IRs coming in to pull it off though, so mine it is.

Edit: Blech, Federation common is a dying or dead language here it appears.
[x]Move troops, or armor, or Mobile Suits, or all three in the mine
-[x] Commandoes and Mobile Suits (2)
I agree with the above forces, but we should take time to insure hostile populace is pacified peacefully, we don't want to dirty where we get our supplies from anyway.

Also did we collect the MS suits yet? After the nine we should spend a turn or two recollecting what we need. As well as teaching proper Zeon to the people.

Roll 1d100 to continue intelligence operations in Population Center Europa-1

Europa Occupation Report

Mine Designation Facility 1 was secured. There was zero resistance.

The 7th fleet has secured a mine, along with 10IR. Industrial Resources will begin generating at a rate of 5 a turn.



[]Collect Enemy Mobile Suit Debris
[]Plot Course off of Europa


Construction Options are now available

[] Security Base (10IR)
[] Zeon Culture Center (10IR)
[] Training Camp (10IR)
[] Tank Factory (10IR)
[] Zeon Fighter Factory (10IR)
[] Zaku Factory (20IR)
 
[X]Collect Enemy Mobile Suit Debris

best to get info on our enemies and their capabilities...

can we repair our mobile suits?

also we should do this in this order:
Plan: getting things in order and ZAKU'S!
[] Zeon Culture Center (10IR)
[] Security Base (10IR)
[] Training Camp (10IR)
[] Zaku Factory (20IR)


maybe in time we will be able to get some decent things going on.
 
Turn 5
[X]Collect Enemy Mobile Suit Debris
[X]Collect Enemy Mobile Suit Debris

best to get info on our enemies and their capabilities...

can we repair our mobile suits?

also we should do this in this order:
Plan: getting things in order and ZAKU'S!
[] Zeon Culture Center (10IR)
[] Security Base (10IR)
[] Training Camp (10IR)
[] Zaku Factory (20IR)


maybe in time we will be able to get some decent things going on.

Zaku II's 0095 and 0092 are now repaired. 11 Spare Parts remain.

5IR have been processed from the mines.

Construction has begun on Zeon Culture Center. Construction will complete in one turn. IR Balance is 5.



Debris Collected. One Zeon Research Team available. Further Analysis.



Select either <Minovsky Pod> or <Beam Rifle> and roll 1d100 to begin reverse engineering

Construction Options are unavailable until IR balances reaches 10.



[] Plot Course Towards Asteroid Belt
[] Stay on Europa

Roll 1d100 to continue intelligence operations in population center Europa-1
 
[X] Minovsky Pod


[X] Stay on Europa

were going to need reinforcements sooner rather then later...and we cant afford to leave people behind until we got the loyalty of the people.

also forgot how to roll on this site -_-

Edited: NEVERMIND! *slaps forehead*

but at least the roll was good...new energy source? GREAT! now we just need better beam rifles in time...
RandomDwarf threw 1 100-faced dice. Reason: research Total: 88
88 88
 
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[x] Stay on Europa

Intelligence Roll:
Edit- Thank god
edboy49 threw 1 100-faced dice. Reason: Intelligence Total: 81
81 81
 
Turn 6
[X] Minovsky Pod


[X] Stay on Europa

were going to need reinforcements sooner rather then later...and we cant afford to leave people behind until we got the loyalty of the people.

also forgot how to roll on this site -_-

Edited: NEVERMIND! *slaps forehead*

but at least the roll was good...new energy source? GREAT! now we just need better beam rifles in time...
[x] Stay on Europa

Intelligence Roll:
Edit- Thank god
[X] Minovsky Pod
[X] Stay on Europa



You watch the parade from the balcony of the central administration building on Europa-1. It is a grand affair. Mind you, the parade is lacking in infantry, but you'll fix that in time. There are many citizens of the moon city who have shown up today to witness the might of the 7th fleet's Mobile Suits.

The parade is in honor of the opening of the Zeon Culture Center, the first step towards recruiting the men and women who will bring about Zeon's glory. Your intelligence officers have also been hard at work, deciphering the dominant language on the planet.

The parade continues to pass below, the flags of the principality waving in the wind. Vice Admiral Kurbric and Captain Lennstett are sitting on either side of you, watching as well. Also present is Ingris, the New Type pilot, and several other command staff. They all watch as well, the Zeon Culture Center rising up in the distance.

You have learned much in these past two cycles. Intelligence indicates Halan Heavy Industries does indeed own Europa, whereas another alleged corporation owns Jupiter. This baffles you. There is no feasible way a mere corporate entity could control more territory then the mighty Zeon, no matter how many years had passed.

But there's more. Few speak of the inner Earth sphere, only referring to it as the Hegemony. Digital information is also hard to come by, as networked systems apparently do not extend out past Europa.

"Lieutenant sir," An aid says, coming up behind your chair and leaning next to your ear. "We have a situation,"



Current trajectory puts the ship at 1 Cycle/Turn away from Europa

5IR have been processed from the mines. Current balance is 10IR.
The Zeon Culture Center has been completed. Europa-1 will reach Assimilation Level 1 in 1 turn.
Monosky Pods have been reverse engineered. Two Spare parts required to equip them to a Mobile Suit.
Roll 1d100 for Research into Advanced Beam Rifles
Roll 1d100 to continue Intelligence Operations

[] Plot Course Towards Asteroid Belt
[] Stay on Europa

Construction Options are now available

[] Security Base (10IR)
[] Training Camp (10IR)
[] Tank Factory (10IR)
[] Zeon Fighter Factory (10IR)
[] Zaku Factory (20IR)
[] Repair Orbital Station Weapons (5IR)
 
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[X] Stay on Europa

[X] Repair Orbital Station Weapons (5IR)

Beam rifle Roll:

FUCK!!!!
edboy49 threw 1 100-faced dice. Reason: beam dice Total: 6
6 6
 
[X] Stay on Europa

[X] Repair Orbital Station Weapons (5IR)

Intelligence Operations:

DAMMIT! also use as many spare parts as we can for our Special MS and our top Zaku squadron. have everything deploy at the ready for combat! as well as getting the station weapons online!
RandomDwarf threw 1 100-faced dice. Reason: Intellegence Total: 49
49 49
 
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Turn 6- Halan Heavy Industries Counter Attack
[X] Stay on Europa

[X] Repair Orbital Station Weapons (5IR)

Beam rifle Roll:

FUCK!!!!
[X] Stay on Europa

[X] Repair Orbital Station Weapons (5IR)

Intelligence Operations:

DAMMIT! also use as many spare parts as we can for our Special MS and our top Zaku squadron. have everything deploy at the ready for combat! as well as getting the station weapons online!

Orbital Weapons have been repaired.
Zaku II (0091-94) have been equipped with Minosky Pods, as well as the Special MS. Their Pilot/MS Modifier has raised by 5. 1 spare part remains. 1IR can be converted into 2 Spare Parts when indicated by the player.





Enemy Forces are in range. Please Indicate Which Zeon MS's you will be deploying from Assault and Auxiliary. Mobile Suits, as well as the ships of the 7th fleet, can be positioned anywhere there is a yellow label.
 
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Hmmm I'm a work right now, so here we go...

All 10 zakus are to deploy along with fighters, keep at 2nd ring and have the special Ms along with the new-type deploy with them

Also this may not be the right situation but I suggest that the three big gunner zaku's be deployed on the station to hit the enemy ships with long range weaponry.

The zaku II' should also have two escort ships and make a fighting retreat as the enemy engages, pull them into the station and our cruiser and remaining escorts firing arcs.

Also our troops and tanks should be at the population center to defend it in case the enemy tries to attack our forces on the ground or force a capitulation.

Commando teams are to be on stand by in case we have disabled a enemy ship.

In time if this battle is over we can rebuild and get things set up so we can start expansion levels.

Also I suggest all forces utilize wingmen to watch their backs, we are outnumbered in terms of space capable MS.

(The big gun zakus should only deploy if they are able to in space if not then send them to the ground.)

Finally I'm rolling for a Zaku II
RandomDwarf threw 1 100-faced dice. Reason: Zaku II roll Total: 50
50 50
 
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