Hand to Hand (HtH): Each point adds +1 to all attack rolls with built-in melee weapons, +1 to all Block reactions, and +1 to all grapple resolution rolls
Strength (STR): Each point adds +1 to damage with melee weapons (unless otherwise stated), +1 to Slam attack rolls, +1 to all grapple resolution rolls after the first round, and allows Jaegers to carry 1 built-in weapon system per point. Certain equipment has a minimum STR requirement to use
Ranged (RAN): Each point adds +1 to attack rolls with ranged weapons, required 1 point to use Ranged weapons
Agility (AGI): Each point adds +1 to Dodge reactions, +1 to charge rolls, increases our walking speed by 1 unit, and our max running speed by 2 units,
Toughness (TGH): Increases Jaeger Structure and Durability, no precise formula for how it works
Dexterity (DEX): Each point adds +1 to Parry Reactions, +1 to attack rolls with carried melee weapons, and gives boosts to all other miscellaneous actions that don't fall under a specific category (like scanning in murky water). Needed for any task requiring somewhat delicate movement, like holding things or using hand-held guns.
Structure is how many strikes a Mech/Alien/Thing can take before passing out from damage. If the number of strikes taken is double the unit's structure, the character/unit is completely destroyed.
Durability is how many strikes a unit can take before it start taking penalties to your stats. If it is 1 strike over your durability, it is at -1 to all stats. 2 Strikes over, -2 to all stats, and so on.
Basic Turn Structure:
There are two components of a turn: The movement Phase and the Attack Phase.
Movement: Walk/run to a position, or Charge an eligible target. Walking speed is 3+AGI units, running is twice that. If you run, you get no Attack action this turn. If you walk, any Attack made this turn takes a -3 penalty.
Charges: Must be 4+ units from the target. Roll 1d10+AGI to determine how far the charge goes. Failure to charge far enough to reach melee distance with the target
Stuns you and gives the target a free countercharge against you, which automatically succeeds and has no minimum distance. No reactions are allowed while
Stunned.
If a charge is successful, add +2 to your melee attack against the charge target. Charging ignores the -3 movementpenalty on attacks, so there's a net difference of +5 in favor of a charging Punch vs walking up and Punching something.
Attack: Make a Melee or Ranged attack against an eligible target. Melee attacks require the target to be next to you, Ranged attack needs the target to be in range and have ammo for your weapon.
After you complete all attacks withunits on your side of the battle, theenemy takes their turn, following the same rules. When they are done, you go again.
How Damage Works:
In melee, you roll to hit vs the enemy rolling to block/dodge/parry. If you win the roll, the damage is the differencebetween your to-hit roll and the enemies defense roll, plus modifiers like Strength and Weapon damage mods, minus the armor value of the area. Think of the difference between rolls being how accurate the hit is. High differential means we got a very solid blow in, low difference means we clipped them with the fist.
An example:
We attack Kaiju 'Bugsy' and roll a total of 9 for our attack. He rolls a 4 on his dodge roll. We now do 9-4 damage + 3(example Strength) for a total of 8 damage. Then we roll hit location, lets say the shoulder.
'Bugsy' has armor value of 3 there. So 8-3 is 5 damage.
Now, each damage type has a damage table that determines how muchdamage you must deal to cause a glancing, minor, or major wounds. Glancing wounds do 1 strike, minor do 3 strikes and usually come with some other penalty, and major wounds do 5 strikes and cause serious havoc, often taking off limbs and such. Trulypowerful hits can outright destroy the targeted location, and if a central part of the body is destroyed (anything from the eyes to the pelvis), the target dies instantly.
Damage Reference Charts here are what you consult to tell what kind of wound is done by a weapon depending on the total damage of the hit and the damage type of the weapon used.
Ranged attacks work very similarly, except rather than taking the differencebetween our roll and the Kaiju's, the difference between our roll and the minimum to-hit number for the ranged weapon determines the bonus'accuracy' damage.
Armor:
The Armor Value of armor is listed as x/y, 4/2 as an example. What thosenumbers mean is any regular attack to that location has any damage dealtreduced by the first number, 4.
If an attack has an
Armor Piercingvalue, the AP is compared to the first number. If the AP value is >= to the AV, the armor is pierced, and the first listed number is ignored. Instead, the attack is reduced by the 2nd number, in thiscase 2. Certain armor exists that has no 2nd number, like 5/- armor. If that armor is attacked by a weapon withAP5, it's like the location is completely unarmored. Armor can also carry special bonuses or penalties against specific damage types. This bonus boosts both numbers.
For example, armor with a value of 4/1 +1 vs Impact would count as 5/2 against Impact attacks.
Armor also has a
Resilience stat. What the resilience stat does is determine how much damage a particular piece of armor must suffer from a single attack before the armor on that location is completely destroyed. Armor with Resilience 9, for example, must take 9 points of damage before beingdestroyed. The armor reduces damage from the hit before resilience is calculated, so a 4/2 Armor withresilience 9 would need to take 13 damage from one attack before being destroyed. If the attack had AP4, it'd only need to be 11. Armor penetrated by a high AP weapon isn't destroyedautomatically, but it is easier for that attack to break it.
Reactions:
Each reaction (Block, Dodge, or Parry) have a few nifty details about them.
Block: When blocking an attack, you are using the Jaegers arms to get in the way of the enemy attack. if you fail to block, the Kaiju hits as normal, but if you succeed, the Kaiju still does the base damage of the attack (meaning any weapon bonuses & strength, but no accuracy boosts) to an arm of the Jaeger. Blocking extra strong attacks like Bites or things like that is still dangerous! A Critical block takes 0 damage.
Dodge: Dodging an attack is the only way to guarantee you take no damage. Critical dodges give the Jaeger the option of moving 1 unit out of combat without provoking a Passing Attack.
Parry: Parrying an attack does two things. First, it does the same thing as Blocking, only it is the Jaeger's hands that are used. Even a successful parry leads to a Jaeger or Kaiju taking a little damage, especially if it's a strongattack they are trying to parry. No free lunches here! After a successful parry, we get to Counterattack using a carried or built-in melee weapon. This doesn't count against our actions for next turn. Critical Parries are extra strong offensively, as the enemy isn't allowed a reaction roll against the Counterattack.
Any time a Reaction is made past the first each turn, a stacking -1 penalty to the roll is applied. This is meant to simulate the difficulty in fending off multiple attackers, or a single opponentwith an excessive attack speed.
Ranged Weapons:
Your typical ranged weapon has ranged brackets listed that look something like this: 10/20/30
What those number mean is anything from 1-10 units is
Short Range, 11-20 units is
Medium Range, and 21-30 is
Long Range. Any unit in melee range with the shooter is at
Point Blankrange.
Note: A weapon fired at a target at Point Blank range allows the target to make a Reaction to the ranged attack.
Depending on what weapon type you are using, there are different modifiersto attack rolls depending on the distance of the target.
A
Rifle weapon fires at -2 against Point Blank targets, and -2 against Long Range targets. Short and Medium Range is unmodified.
A
Carbine weapon fires at -1 againstMedium range, and -3 against Long Range targets. Point Blank and ShortRange is unmodified.
A
Scatter weapon fires at +2 against Point Blank range, -2 against Medium, and -4 against Long Range targets. Short Range is unmodified.
You may occasionally find weaponsthat look like this: 10/-/18, where there is no medium range bracket and it goes directly to Long range at 11 units, or -/20/40 where there is no short rangebracket and you start at Medium range, or 15/25/-, where there is no long range bracket and the gun accuracy never drops beyond medium.