Mark IV Tacit brings with him five new stat points, another Augment slot and the possibility of equipping the Allegorica. Said stat points can be invested in Dexterity to bring Tacit's AP with the Super Fangblades to 5, Toughness to increase his combat endurance, Strength to increase damage and add that spare IE-10 or just even more HtH.

It brings us options and just plain makes Tacit stronger.

With enough hunting, we can get Tacit to Mark IV in five to six weeks if we don't spend money like water. Less, if we leverage the extra Research from Everett to further refine and reduce the costs of the Reactors.

Moreover, getting Tacit to Mark IV before Phenom gets to Mark III lets us equip him with Tacit's current Reactor, further reducing the total costs.

Remember, each Cat III gives us 1500 and Cat IV gives us 7500 Resources. Just in Kaiju for us to hunt we currently have 13500R, with more likely to come as we kill the current ones. Then we have the 4500/week from Manufacturing and none of this is counting anything we might get from Everett, Achievements, Resource caches or killing the weekly incursions, since those are unreliable sources of income.
Really, the only benefit Mark 4 Tacit gives us that can't be replicated or exceeded by building another Jaeger is the potential Allegorica access.

On that note, though, I'm sure we could also use Phenom's current reactor for a discount on building (or restoring, as the case may be) another Jaeger. I mean, it's perfectly logical- it's been stated that the majority of the cost of building a new Jaeger lies in the reactor, so if we've already got one we can subtract its build price from the Jaeger's, right?

Also, you say "if we don't spend money like water," but that's much easier said than done. Remember, most weeks we spend almost all our Resources, and that's not considering the cost of bringing Everett up to par (which will probably take another couple weeks to accomplish) or repairs (which could set us back 2-3 weeks at a time depending on how badly we get damaged). I'm not gonna run the math on that yet, but I'm reasonably sure your "5-6 weeks" would probably turn out more like "5-6 months." And frankly, I'm not that patient, and I doubt anyone else is either.
 
Very well then. I'll move Fangs for Jagdhund to the optional preparations. But I still want to hear a proposal for what kind of Fang you actually want. Not the design, but the weapons or equipment.
Self-piloting KKVs like Waltz had would be great. Similarly, any kind of energy weapon would be idea for the hovering types. Possibly something that shoots grappling hooks into the kaiju and then punches it in the other direaction, foul up the enemy balance and suchlike.

The things that really interest me though are Bits, because there've been some pretty good suggestions for those. Telemetry swarm, automatic reloader, ablative doom scales, robot first aid kits...
 
Hovercraft (edit: non-jet hovercraft) are fine, as are helicopters. Propeller engines are fine as long as you keep a low flight ceiling. Jets might work as well in a low flight ceiling, but they're gonna deteriorate fairly quickly, so long range isn't as feasible until the particulate/atmospheric static's taken care of. Ramjets or pulse jets might do better. However, the only current options for sustained, high-altitude flight (until Iblis dies) are rockets and/or atomic engines, which both have their own issues.
 
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On that note, though, I'm sure we could also use Phenom's current reactor for a discount on building (or restoring, as the case may be) another Jaeger. I mean, it's perfectly logical- it's been stated that the majority of the cost of building a new Jaeger lies in the reactor, so if we've already got one we can subtract its build price from the Jaeger's, right?
Mark I-II Reactors are dirt cheap nowadays. The Hypercompact Nuclear Reactor costs a thousand Resources. 1000R. A Mark I Jaeger frame costs 35000 Resources.

A Nuke Vortex Reactor costs 14000R while a Mark III frame costs 68000R. That means 54000 is just the frame cost.

Also, you say "if we don't spend money like water," but that's much easier said than done. Remember, most weeks we spend almost all our Resources, and that's not considering the cost of bringing Everett up to par (which will probably take another couple weeks to accomplish) or repairs (which could set us back 2-3 weeks at a time depending on how badly we get damaged). I'm not gonna run the math on that yet, but I'm reasonably sure your "5-6 weeks" would probably turn out more like "5-6 months." And frankly, I'm not that patient, and I doubt anyone else is either.
We don't spend all our Resources almost every week. If anything we remain in a cycle of saving up a lot then spending a lot as we pursue our next big goal. Phenom was one such goal, then Everett, now we're planning for the next one, and after that there will be the Mount Saint Helens Breach assault.

As for the other points:
Bringing Everett up to par is an ongoing project that will advance as Phenom kills Kaiju atacking Everett, we increase the city's Manufacturing and install Augments. Neo-Seattle is not the only source of income for that city.

Repairing a whole arm, including armor, cost us less than our Manufacturing after bonuses.

I did run the math back when we were in the middle of the fight. A Polaris Reactor costs us the equivalent of 6 Cat IVs. 5 Cat IIIs equal one Cat IV, while a Cat V is equivalent to two Cat IVs. We can hunt Boreas to get a guaranteed Cat IV. We have four Cat IIIs in the list as well.

For heaven's sake our income this turn was over 16000 Resources. 16725 Resources to be precise. The winning plan, which included a whole lot of spending aside from the Resources spent on Everett, cost us 18965 Resources. Our net loss in total resources this turn was 2240 Resources. Were it not for having to replace an entire arm we would still have come out of this with profit.

And next turn? It might not be as profitable without a Cat IV, but we won't have to spend nearly 6000 on a Skadi, or just over 3500 to replace an arm.

Self-piloting KKVs like Waltz had would be great. Similarly, any kind of energy weapon would be idea for the hovering types. Possibly something that shoots grappling hooks into the kaiju and then punches it in the other direaction, foul up the enemy balance and suchlike.

The things that really interest me though are Bits, because there've been some pretty good suggestions for those. Telemetry swarm, automatic reloader, ablative doom scales, robot first aid kits...
Well, if you make a Research proposal for those Fangs, I'll vote for it next week. My best ideas are "High-speed Machinegun Tank", "Laser Airplane" and "Lightning-shooting Airplane", so better ideas are more than welcome.
 
Did we ever get a stat block for SE-26-010 Palisade? I was attempting to get a Bestiary together with a link to beginning of encounter and stat blocks for each Kaiju. I'm having trouble locating that specific stat block.
 
This is a Work in Progress hopefully the completed work will be worthy of inclusion in the front pages somewhere posting it now because thunderstorms in my area make power loss (therefore data loss) a real thing.

Bestiary:
Tacit Ronin vs the World (thread #1)
Blue Name = Fight Page
SE-26-001, 'Ridgeback'
Ridgeback
Class: Category II Kaiju
A hexapedal kaiju with a long ridge of bone running down its back. It's built like an ox, and has the horns of one to match. Its front pair of legs are raised off the ground, ending in two opposing hooks. Oddly enough, it doesn't seem to have a mouth.

Stats:
HtH: 2
Ran: 0
Str: 4
Tou: 5
Agi: 3
Dex: 1

Structure:
Dura: 5
Stru: 14

Weapons:
Horns
Built-In Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d5
Armour Penetration: 3
Grappling Bonus: -3
Damage Type: Impact
Damage Bonus: Strength

Gripplers (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Edged
Damage Bonus: Strength

Armour:
Thick Hide
Coverage: All but Eyes, Spine, Neck, and Pelvis
Armor Value: 2/1
Resilience: All, +1 Blunt
Durability: 7

Ridgeback
Coverage: Spine, Neck, Pelvis
Armor Value: 4/-
Resilience: All, +1 Impact, +1 Edged
Durability: 6

SE-26-002, 'Rippa'
Rippa
Class: Category I Kaiju
Unusually tall for a Category I, the kaiju's arms have grown into massive saws. Between its shoulders lies a sunken head, with numerous eyes and stubby mandibles.

Stats:
HtH: 3
Ran: 0
Str: 2
Tou: 3
Agi: 2
Dex: 0

Structure:
Dura: 4
Stru: 10

Weapons:
Ripper Blades (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 2
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Strength+1

Armour:
Carapace
Coverage: All but Eyes
Armor Value: 3/-
Resilience: All, +1 Fire
Durability: 8

SE-26-003, 'Marvin'

Marvin
Class: Category I Kaiju
This kaiju is built like a quadrupedal spider, with four long legs and a defined abdomen that functions like a lung. However, the head mounts two very straight tusks, each one having an open tip.

Stats:
HtH: 2
Ran: 3
Str: 1
Tou: 2
Agi: 1
Dex: 1

Structure:
Dura: 3
Stru: 8

Weapons:
Spiked Feet (x4)
Built-In Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 1
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: Strength+1

Pneumatic Tusk
Built-In Ranged Weapon
Attack Dice: 1d10-1
Armour Penetration: 2
Damage Type: Impact
Damage Bonus: 1
Range: 10/-/15

Armour:
Carapace
Coverage: All but Eyes
Armor Value: 3/-
Resilience: All, +1 Fire
Durability: 8

SE-26-004, 'Tanken'
Tanken
Class: Category II Kaiju
A very similar kaiju to the Category III Knifehead. Tanken is shorter, with a longer jaw and less-developed secondary arms. Instead of yellow, the kaiju features luminescent purple markings.

Stats:
HtH: 3
Ran: 0
Str: 3
Tou: 3
Agi: 2
Dex: 2

Structure:
Dura: 4
Stru: 10

Weapons:
Sword Head
Built-In Melee Weapon
Attack Dice: 1d10+2
Parry Dice: 1d10-1
Block Dice: --
Armour Penetration: 3
Grappling Bonus: +0
Damage Type: Edged
Damage Bonus: Strength x2

Claws x2
Built-In Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Edged
Damage Bonus: Strength

Armour:
Leathery hide
Coverage: All but Eyes
Armor Value: 3/1
Resilience: All
Durability: 7

SE-26-005, 'Arbalest'
Arbalest
Class: Category III Kaiju
The kaiju is elongated, with shrunken, thin limbs it holds close to its body. Its head is roughly shaped like an 'x', with a cluster of sensors in the middle.

Stats:
HtH: 2
Ran: 3
Str: 2
Tou: 4
Agi: 3
Dex: 3

Structure:
Dura: 5
Stru: 14

Perks:
- Heavy Hitter: Treat Strength as twice its amount for the purpose of Slam attacks.

Weapons:
Bone Dart
Built-In Ranged Weapon
Attack Dice: 1d10+1
Armour Penetration: 0
Damage Type: Edged
Damage Bonus: 3
Range: 4/-/8
Special: Cannot be used while moving or as a reaction

Tail Slap
Built-In Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d10-1
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength+1

Leg Flurry
Built-In Melee Weapon
Attack Dice: 1d10-1
Parry Dice: --
Block Dice: --
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: Strength x2
Special: Grapple Only

Armour:
Organic Polymer
Coverage: All
Armor Value: 2/1
Resilience: All, +1 Edged
Durability: 8

SE-26-007, 'James'
James
Class: Category III Kaiju
The kaiju is bipedal, holding its long arms just above the ground, balanced by a long tail. The kaiju's head is almost all mouth, two bony prongs jutting out of the sides of its neck. No eyes are visible.

Stats:
HtH: 3
Ran: 2
Str: 3
Tou: 5
Agi: 1
Dex: 4

Structure:
Dura: 6
Stru: 12

Perks:
- Blind: All attacks that would hit the Eyes instead hit the Head. Must make a Dexterity Check for every 5 rounds to locate non-melee foes.
- Supercooled Fluids: Take 1 less Ongoing from any attack, to a minimum of zero. Automatically heals 1 Ongoing per Round so long as James hasn't exceeded its Durability.
- Snow Fun For Anyone: If encountered during heavy precipitation, James is partially obscured by a cloud of fog, snow, and sleet, imposing a +2 Difficulty to any Ranged attacks as per concealment. If the opponent succeeds on a Dexterity Check (8), or enters melee combat with James, the cloud is pierced, and no longer provides concealment. James is not affected by his own cloud in any manner.

Weapons:
Supercoolant Spit
Built-In Ranged Weapon
Attack Dice: 1d10/2d10/3d10
Damage Type: Ice
Damage Bonus: 1d5
Armor Penetration: 0
Range: 1/4/-
Special:
Flash Freeze: +2 Damage Bonus at point-blank range.if all three shots are fired.
Can not move and shoot, Can not make called shots.
Six shots only, each attack dice rolled uses up a shot

Slavering Maw
Built-In Melee Weapon
Attack Dice: 1d10-2
Parry Dice: -
Block Dice: -
Armour Penetration: 3
Grappling Bonus: +0
Damage Type: Edged/Ice
Damage Bonus: Strength x2

Hooked Talons x2
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d10
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Edged
Damage Bonus: Strength

Armour:
Scales
Coverage: All
Armor Value: 3/1
Resilience: All, +1 Edged
Durability: 7
SE-26-010 Palisade
Palisade
Class: Category I Kaiju
A smaller kaiju, Palisade has a set of eight legs, an bullet-shaped skull, and a flexible stinger tail. The kaiju's body is covered in a dull yellow carapace.

Stats:
HtH: 2
Ran: 0
Str: 3
Tou: 4
Agi: 0
Dex: 1

Structure:
Dura: 4
Stru: 9

Weapons:
Stinger Tail
Built-In Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 4
Grappling Bonus: -3
Damage Type: Blunt
Damage Bonus: Strength+1

Armour:
Carapace
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All, +1 Edged
Durability: 6

SE-26-011, 'Rampart'
Rampart
Class: Category II Kaiju
The kaiju is tall, but slender, with trunk-like legs and rounded forearms. Its stubby head has an elongated horn emerging from its forehead, just above a gaping maw.

Stats:
HtH: 2
Ran: 0
Str: 3
Tou: 4
Agi: 2
Dex: 1

Structure:
Dura: 3
Stru: 10

Weapons:
Talons (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10+1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Horn
Built-In Melee Weapon
Attack Dice: 1d10-1
Armour Penetration: 2
Grappling Bonus: -3
Damage Type: Edged
Damage Bonus: Strength +2

Armour:
Hide
Coverage: All but Eyes and Arms
Armor Value: 3/1
Resilience: All
Durability: 7

Tough Hide
Coverage: Arms
Armor Value: 4/2
Resilience: All, +1 Blunt
Durability: 7



SE-26-012 Bastion (Conventional kill)
Bastion
Class: Category I Kaiju
The kaiju is bipedal, with three arms. The right arm is fused from two, forming an elongated cannon, while the dual left arms end in single claws. Bastion's head is flattened, and almost frog-like in appearance, though its lower jaw is split in two.

Stats:
HtH: 1
Ran: 3
Str: 1
Tou: 1
Agi: 3
Dex: 2

Structure:
Dura: 3
Stru: 5

Weapons:
Dual Switch-Claws (Left)
Built-In Melee Weapons
Attack Dice: 2x1d10
Parry Dice: 2d5
Block Dice: 1d10
Armour Penetration: 1
Grappling Bonus: +2
Damage Type: Edged
Damage Bonus: Strength

Bio-Railgun (Right)
Built-In Ranged Weapon (Rifle)
Attack Dice: 1d10
Armour Penetration: 3
Damage Type: Impact
Damage Bonus: Ranged+1
Range: 10/20/30

Armour:
Lubricated Hide
Coverage: All but Eyes
Armor Value: 2/1
Resilience: All, +1 Fire
Durability: 7

SE-26-014, 'Murphy'
Murphy
Class: Category II Kaiju
A somewhat dragon-like kaiju, with a long fin running down its tail and quills on its shoulders.

Stats:
HtH: 2
Ran: 1
Str: 2
Tou: 2
Agi: 3
Dex: 2

Structure:
Dura: 3
Stru: 12

Perks:
- Underwater Expert: +2 Agility while submerged.

Weapons:
Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 1
Grappling Bonus: +1
Damage Type: Blunt
Damage Bonus: Strength

Conflagrative Breath
Built-In Ranged Weapon
Attack Dice: 2d10-1
Armour Penetration: 0
Damage Type: Fire
Damage Bonus: 1
Range: 3/6/12

Armour:
Scales
Coverage: All but Eyes
Armor Value: 3/1
Resilience: All
Durability: 8

SE-26-015 'Garm' (Conventional Kill)
Garm
Class: Category II Kaiju
A quadrupedal kaiju with a heavy shell covering most of its back. The head is somewhat dog-like, with a bank of eight eyes embedded in the helm.

Stats:
HtH: 3
Ran: 1
Str: 3
Tou: 4
Agi: 3
Dex: 0

Structure:
Dura: 6
Stru: 12

Weapons:
Fangs
Built-In Melee Weapon
Attack Dice: 1d10+1
Armour Penetration: 2
Grappling Bonus: +1
Damage Type: Edged
Damage Bonus: Strength

Radiation Cannon
Built-In Ranged Weapon
Attack Dice: 1d10
Armour Penetration: 2
Damage Type: Burst
Damage Bonus: 2
Range: 1/3/5

Armour:
Shell
Coverage: All but Eyes, Arms, Legs, Hands, and Feet
Armor Value: 4/-
Resilience: All
Durability: 9

Hide
Coverage: Arms, Legs, Hands, and Feet
Armor Value: 2/1
Resilience: All
Durability: 7

Sunken Sockets
Coverage: Eyes
Armor Value: 1/-
Resilience: All
Durability: 3

SE-26-016, 'Pisces'

Pisces
Class: Category III Kaiju
The kaiju is fish-like, with six paddle-like limbs lining its flanks. It seems clearly adapted for aquatic operation, but could probably function on land.

Stats:
HtH: 2
Ran: 1
Str: 3
Tou: 3
Agi: 4
Dex: 3

Structure:
Dura: 5
Stru: 10

Weapons:
Jaws
Built-In Melee Weapon
Attack Dice: 1d10+1
Armour Penetration: 1
Grappling Bonus: +0
Damage Type: Edged
Damage Bonus: Strength +1

Flippers (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Blunt
Damage Bonus: Strength

Short-Range Discharge
Built-In Ranged Weapon
Attack Dice: 1d10
Armour Penetration: 0
Damage Type: Electric
Damage Bonus: Ranged+1
Range: 1/3/5
Special:
Double Ranges underwater

Armour:
Lubricated Hide
Coverage: All but Eyes
Armor Value: 2/1
Resilience: All, +1 Fire
Durability: 9

Membranes
Coverage: Eyes
Armor Value: 1/-
Resilience: All
Durability: 4

SE-26-017, 'Hellwyrm'
Hellwyrm
Class: Category IV Kaiju
Hellwyrm is massive, an elongated creature somewhere between a snake and a crocodile. Quills line its back, and the head resembles a skull, glowing blue flesh visible beneath the sockets and creases of the armour plating. The arms and legs are like paddles, the fingers stiff and edged with bone.

Stats:
HtH: 4/3
Ran: 2
Str: 4
Tou: 5
Agi: 3/4
Dex: 2

Structure:
Dura: 9
Stru: 14

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- Underwater Adaptation: +1 Agility while submerged.
- Mode Shift: As a standard action every 2 rounds, the kaiju player may shift Hellwyrm from its Attack Mode into its Defense Mode, or vice versa.
-- Attack Mode: May only use Weapons or Armours with the 'AM' or 'All' suffix. Use the first set of values for HtH and Agility.
-- Defense Mode: May only use Weapons or Armours with the 'DM' or 'All' suffix. Use the second set of values for HtH and Agility.
- Veteran: Hellwyrm can reroll any one die per battle, adding a bonus +1 to the re-roll. The second result must be taken, even if it is worse.

Weapons:
Claws (x2) (All)
Built-In Melee Weapons
Attack Dice: 2x 1d10
Parry Dice: 1d10-1
Block Dice: 1d10-1
Armour Penetration: 1
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Inner Maw (AM)
Built-In Melee Weapon
Attack Dice: 1d10+1
Armour Penetration: 3
Grappling Bonus: +0
Damage Type: Edged, Acid
Damage Bonus: Strength x2
Special:
A Major Wound to a limb removes it.

Electric Beam (AM)
Built-In Ranged Weapon
Attack Dice: 1d10
Armour Penetration: 0
Damage Type: Electric
Damage Bonus: 1d5+1
Range: 4/7/10

Armour:
Iron Skin (All)
Coverage: All but Eyes, Head, Neck
Armor Value: 3/1
Resilience: All, +1 Impact
Durability: 10

Cranial Shield (DM)
Coverage: Head, Neck
Armor Value: 4/1
Resilience: All, +1 Edged, -1 Blunt
Durability: 8

SE-26-018, 'Polyp'
Polyp
Class: Category III Kaiju
Polyp is barely kaiju-shaped. Mostly just a mountain of blubber and slime, Polyp strides around on two stumps of legs. From the top half of its body, several boneless arms wave, tips split into two wriggling tendrils. The head is enveloped in fat, a shiny black beak the only thing readily visible.

Stats:
HtH: 2
Ran: 1
Str: 4
Tou: 8
Agi: 1
Dex: 1

Structure:
Dura: 10
Stru: 17

Perks:
- Toxic Mucus: Opponents suffer a -1 penalty to grapples, and take 1d10 Acid damage per round in a grapple.
- Acidic Blood: Double the cost of cleanup, inflict 1d5 Acid to the opponent if dealt a Major+ Wound in melee with an Edged/Impact weapon.
- Blind: All attacks that would hit the Eyes hit the Head instead.

Weapons:
Tentacles (x4)
Built-in Melee Weapons

Attack Dice: 2x 1d10
Parry Dice: 2d5
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +3
Damage Type: Blunt
Damage Bonus: Strength

Acid Spit
Built-in Ranged Weapon
Attack Dice: 1d10
Armour Penetration: 0
Damage Type: Acid
Damage Bonus: Strength
Range: 5/10/15

Armour:
Blubber
Coverage: All
Armor Value: 3/2
Resilience: -2 Edged, +1 Blunt, +1 Fire
Durability: 10

SE-26-019, 'Twister'
Twister
Class: Category III Kaiju
Clearly related to Polyp, Twister is far more defined. Its body is long, with a developed beak and pasty white skin. The kaiju sports ten limbs, all stumpy and ending in twin tendrils.


Stats:
HtH: 2
Ran: 1
Str: 3
Tou: 6
Agi: 1
Dex: 4

Structure:
Dura: 7
Stru: 15

Perks:
- Broodmother: May generate 1d5+Dex Spawn as a Standard Action, and control all Spawn. Cannot generate further Spawn once over its Durability.
- Blind: All attacks that would hit the Eyes hit the Head instead.

Weapons:
Tendrils (x4)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 2d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +3
Damage Type: Blunt
Damage Bonus: Strength

Acid Spit
Built-in Ranged Weapon
Attack Dice: 1d10
Armour Penetration: 0
Damage Type: Acid
Damage Bonus: Strength
Range: 5/10/15

Armour:
Pasty Skin:
Coverage: All
Armor Value: 2/1
Resilience: -1 Edged, +1 Blunt, +1 Fire
Durability: 10

Twister Spawn:
- Move up to 6 units a turn on land or water.
- Tendrils: 1d10 Blunt, -1 damage. Range melee, hits on 5+.

SE-26-020, 'Swift'
Swift
Class: Category IV Kaiju
A massive, eight-limbed kaiju. Metre long spikes run down its spine and each limb. The head is shark-like, with the eyes on swept back stalks. The arms and legs are almost like hooves, without much in the way of fingers. Swift's skin is a bright green, with fiery orange lines running from nose to tail.

Stats:
HtH: 2
Ran: 2
Str: 4
Tou: 4
Agi: 7
Dex: 3

Structure:
Dura: 7
Stru: 15

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- DODGE!: May attempt to dodge Ranged attacks as if they were made at point-blank so long as it is Running. On a failed dodge, resolve the attack as normal. Penalties for multiple Dodges apply.
- Bed of Nails: Deals 1d10 Edged to all melee attackers on Full Defense. Drops to 1d5 once all shots of Spinal Launch have been fired.

Weapons:
Club Hands (x2)
Built-In Melee Weapons
Attack Dice: 2x 1d10
Parry Dice: 1d10-1
Block Dice: 1d10-1
Armour Penetration: 1
Grappling Bonus: -2
Damage Type: Blunt
Damage Bonus: Strength

Crushing Bite
Built-In Melee Weapon
Attack Dice: 1d10+1
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Blunt
Damage Bonus: Strength x2

Spinal Launch
Built-In Ranged Weapon (Scatter)
Attack Dice: 3x 1d10
Armour Penetration: 2
Damage Type: Edged
Damage Bonus: Strength
Range: 4/8/12
Special:
Three shots only.

Armour:
Scales
Coverage: All but Eyes
Armor Value: 4/2
Resilience: All
Durability: 10


-------------------------------------------------------------------------------------------------------------------------



SE-26-021, 'Gobbler'
Gobbler
Class: Category II Kaiju
The kaiju is brown and somewhat doglike, with flaring ears and a horn on its head. Petal-shaped spines run down its back.

Stats:
HtH: 2
Ran: 1
Str: 3
Tou: 3
Agi: 3
Dex: 1

Structure:
Dura: 4
Stru: 10

Perks:
- Anti-Scanner Field: Disables scanning bonuses, inflicts -3 penalty to scans.
- Burrower: May dig beneath the surface. While submerged, Gobbler is at +2 difficulty to-hit. It will automatically surface if it attacks, runs, or tries to Dodge an attack.

Weapons:
Digging Claws (x2)
Built-in Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d10-1
Block Dice: 1d10-1
Armour Penetration: 1
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Fire Spit
Built-in Ranged Weapon (Scatter)
Attack Dice: 1d10
Armour Penetration: 0
Damage Type: Fire
Damage Bonus: Strength
Range: 5/10/-

Armour:
Leathery Hide
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All
Durability: 10

SE-26-022, 'Charlie'
Charlie
Class: Category III Kaiju
Charlie is a nimble little kaiju, with a four-legged, insectile build and a series of vents and spines on its back. Its exoskeleton is silver, with blue highlights.

Stats:
HtH: 2
Ran: 3
Str: 1
Tou: 3
Agi: 4
Dex: 2

Structure:
Dura: 5
Stru: 9

Perks:
- Jamming Field: inflicts a -1 to-hit against all ranged weapons within 15 Units.

Weapons:
Mandibles
Built-In Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: Strength

Electron Battery
Built-In Ranged Weapon (Scatter)
Attack Dice: 1d10+1
Armour Penetration: 0
Damage Type: Electric
Damage Bonus: Ranged
Range: 5/10/15

Pneumatic Pulse Cannon
Built-In Ranged Weapon (Rifle)
Attack Dice: 1d10
Armour Penetration: 2
Damage Type: Ice
Damage Bonus: Ranged-1
Range: 10/20/40


Armour:
Metallic Exoskeleton
Coverage: All but Eyes
Armor Value: 4/2
Resilience: All, +1 Impact
Durability: 10

SE-26-023 'Skinner'
Skinner
Class: Category III Kaiju
A hexapedal kaiju, with two bladed forearms, two small dexterous manipulators, and two legs. The inside of its mouth projects a vaporous glow, and its veins can be seen through the skin.

Stats:
HtH: 2
Ran: 0
Str: 2
Tou: 3
Agi: 4
Dex: 3

Structure:
Dura: 4
Stru: 12

Perks:
- Adrenal Gland: Once Durability threshold has been reached, gain +2 HtH, +2 Str, +2 Agi, and +6 Dura for 1d5 turns.

Weapons:
Overhead Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 2
Grappling Bonus: -2
Damage Type: Edged
Damage Bonus: Strength x2

Manipulators (x2)
Built-In Melee Weapons
Attack Dice: 2x 1d10
Parry Dice: 1d10-1
Block Dice: 1d5
Armour Penetration: 1
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Crushing Bite
Built-In Melee Weapon
Attack Dice: 1d10-2
Armour Penetration: 0
Grappling Bonus: +0
Damage Type: Burst
Damage Bonus: Strength

Armour:
Tough Hide
Coverage: All but Eyes
Armor Value: 2/1
Resilience: All, +1 Fire
Durability: 8

Spinal Plating
Coverage: Spine, Pelvis
Armor Value: 2/1
Resilience: All
Durability: 8

SE-26-024 'Diesel'
Diesel
Class: Category III Kaiju
A particularly large kaiju, with a head shield that curves back to cover its neck. Diesel has four stocky limbs, and a nasty looking pincer on its tail

Stats:
HtH: 3
Ran: 0
Str: 5
Tou: 6
Agi: 3
Dex: 1

Structure:
Dura: 10
Stru: 14

Perks:
- Face First: Deals 1d10 extra on Slams.

Weapons:
Stompy Feet (x2)
Built-In Melee Weapon
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: -1
Damage Type: Blunt
Damage Bonus: Strength +1
Special:
Armour Cracker: Does +2 damage for the purposes of armour durability.

Pincer Tail
Built-In Melee Weapon
Attack Dice: 1d10
Parry Dice: 1d10-1
Block Dice: 1d5
Armour Penetration: 2
Grappling Bonus: +1
Damage Type: Edged
Damage Bonus: Strength

Armour:
Scales
Coverage: All but Eyes
Armor Value: 4/2
Resilience: All
Durability: 10

Shield
Coverage: Head, Neck
Armor Value: 2/1
Resilience: All
Durability: 8

SE-26-025, 'Ace'
Ace
Class: Category III Kaiju
The kaiju is large but light, with a quadrupedal stance. Its forelegs are almost grotesquely long, skin folded up along their surfaces into branches the sprout from the elbows. The head is unremarkable, except for the enlarged pair of eyes, and the smaller sets on its cheeks.

Stats:
HtH: 2
Ran: 3
Str: 1
Tou: 2
Agi: 6
Dex: 2

Structure:
Dura: 3
Stru: 8

Perks:
- Aerial Ace: Ace can fly under its own power, and follows the rules for Flying characters while doing so.
-- Can take off as a move action or as a two point advantage move provided its durability limit has not been exceeded. When airborne, double agility. Can not be charged while flying and melee attacks can not be made against this character. Ranged attacks are at +1 difficulty to hit the target if it moves while flying though a hit may knock the creature out of control. Each time a flying character takes a strike while flying, take a toughness test (6). If the test is passed, they keep control, if failed, they immediately crash 1d5 units away in a random direction and takes 1d10 blunt damage. If they would land on something, both characters take 2d10 blunt damage, knocked prone and immediately locked in a grapple.
- Impossible Grace: On a successful Dodge, Ace may make a full Move action as a Reaction instead of simply shifting 1 unit.

Weapons:
Bludgeoning Limbs (x2)
Built-In Melee Weapons
Attack Dice: 1d10/ 2x 1d10-1
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Fangs
Built-In Melee Weapon
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Edged
Damage Bonus: Strength x2

Optical Cutter
Built-in Ranged Weapon (Carbine)
Attack Die: 1d10
Armour Penetration: 2
Damage Type: Edged
Damage Bonus: Ranged
Range: 15/20/25

Armour:
Flexible Hide
Coverage: All but Eyes, Arms, Hands
Armor Value: 3/1
Resilience: All
Durability: 9

Membrane
Coverage: Arms, Hands
Armor Value: 2/-
Resilience: Blunt, Fire, Impact
Durability: 7, 4 vs. Edged

Rock Hard Orbs
Coverage: Eyes
Armor Value: 2/1
Resilience: All but Burst, Ice
Durability: 8

SE-26-002H, 'Vulcan'
Vulcan
Class: Category III Kaiju
The kaiju is humanoid, with a thick build, coarse grey hide, and four beady black eyes. Metal fuses to its surface, forming protective armour and massive claws.

Stats:
HtH: 2
Ran: 1
Str: 4
Tou: 5
Agi: 1
Dex: 3

Structure:
Dura: 6
Stru: 14

Perks:
- Metal-Worker: If Vulcan destroys a piece of armour or a weapon, it may immediately copy it onto itself. Vulcan may have up to five pieces of copied armour or weapons on itself at any one time
- Firebrand: Deals 1d10 Fire in a grapple.
- Burnout: As a standard action, may deal 1d5+1 Fire to all within 3 Units. Firebrand and Burnout are both disabled for 1d5 rounds after this.

Weapons:
Ham Fists (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +1
Damage Type: Blunt
Damage Bonus: Strength
Special:
Smeltdown: -2 Attack, +3 Damage to Armour/Weapons only.

Steel Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d5+1
Block Dice: 1d5
Armour Penetration: 3
Grappling Bonus: -2
Durability: 5
Damage Type: Edged
Damage Bonus: Strength+1
Special:
Burning Finger: -2 to-hit, damage bonus 2x Strength+1, deals Edged/Fire. Once every 1d10 rounds.

Armour:
Skin
Coverage: All but Eyes
Armor Value: 2/1
Resilience: All, +3 Fire
Durability: 9

Steel Body Plating
Coverage: Left Shoulder, Left Arm, Right Thigh, Pelvis
Armor Value: 3/2
Resilience: All, +1 Edged
Durability: 7

Iron Body Armour
Coverage: Chest, Spine, Neck
Armor Value: 4/-
Resilience: All
Durability: 10

SE-26-026, 'Ravager'
Ravager
Class: Category IV Kaiju
Standing at 120 meters tall, Ravager's build is fairly typical (2 arms, 2 legs, 1 tail), the only difference being the massive spines and flaps that lie on its back and limbs like a shaggy curtain. The kaiju's skin is a glossy brown-black, green-white eyes staring just above its gaping maw. Golden light occasionally flickers on the flaps, as the monster shambles forwards like a living mountain.

Stats:
HtH: 4
Ran: 2
Str: 6
Tou: 9
Agi: 1
Dex: 3

Structure:
Dura: 11
Stru: 20

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- Leap of Faith: Once every 1d5+1 rounds, Ravager may make an Agility 10 charge against a single opponent within 20 units. If it hits, the target additionally suffers 1d10 Blunt and goes Prone, no matter what attack is used. If the attack fails to hit, Ravager must succeed on a Dexterity Check (DC 10) to inflict the extra effects. If the Dex Check fails, continue to resolve the reaction if needed. If the charge misses, Ravager instead suffers 1d10 Blunt and goes Prone. May not be counter-charged after such an attack.
- Rapid Reintegration: On a Full Defense, heal 1d5 Strikes, 2 Ongoing, and 1 Minor Wound or piece of Armour. After Reintegration, Full Defenses lack this effect for 1d5 rounds afterwards.

Weapons:
Taloned Paws (x2)
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d10-1
Block Dice: 1d10
Armour Penetration: 3
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength
Special:
Extendable Arm: May attempt Melee attacks against flying units. May suffer a -2 penalty to attack in exchange for Range 1. This may also apply to Grapples.

Acid Chew
Built-in Melee Weapon
Attack Dice: 1d10-3
Armour Penetration: 0
Grappling Bonus: +0
Damage Type: Blunt, Acid
Damage Bonus: Strength
Special:
Meltdown: Automatically apply Acid on a successful hit.

Solar-Atomic Ray
Built-in Ranged Weapon (Rifle)
Attack Die: 2d10-1
Armour Penetration: 3
Damage Type: Burst, Fire
Damage Bonus: Ranged
Range: 10/25/30
Special:
Must charge for a round before using (standard action). Cannot move and shoot. Cannot be used in a Grapple.

Armour:
Heat-Absorbent Skin
Coverage: All but Eyes
Armour Value: 4/2
Resilience: All, +2 Fire, +1 Electric, -1 Blunt, -2 Burst, -2 Ice
Durability: 12

Bony Growths
Coverage: Hands, Arms, Neck, Spine, Pelvis, Feet
Armour Value: 2/-
Resilience: All, +1 Edged
Durability: 5

SE-26-027, 'Terrornook'
Terrornook
Class: Category IV Kaiju
A reptilian kaiju, with a head like a goblin shark. Almost completely devoid of colour, Terrornook's segmented skin is black and grey, contrasting to its four stark white eyes. Other than that, the kaiju's form is entirely unremarkable, with four limbs and a long tail.

Stats:
HtH: 3
Ran: 2
Str: 5
Tou: 7
Agi: 3
Dex: 4

Structure:
Dura: 10
Stru: 17

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- Nerves of Steel: As many times as it has Dexterity+1 (5), Terrornook may test base Toughness (dc 14). On a success, Terrornook ignores the effects of one Major or Minor Wound of its choice for the rest of the battle, not counting Strikes and any Universal Penalties that would result from such Strikes. On a failure, Terrornook expends the charge as normal, and suffers the effects of the Wound. Terrornook is immune to any effects of Glancing Wounds.

Weapons:
Teeth
Built-in Melee Weapon
Attack Dice: 1d10
Armour Penetration: 4
Grappling Bonus: +1
Damage Type: Edged, Acid
Damage Bonus: Strength

Taloned Paws (x2)
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d10-1
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Taloned Feet (x2)
Built-in Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 2
Grappling Bonus: -2
Damage Type: Blunt
Damage Bonus: Strength x2
Special:
Curbstomp: +3 against prone opponents when Terrornook is not Prone.

Bile
Built-in Ranged Weapon (Scatter)
Attack Die: 1d10
Armour Penetration: 0
Damage Type: Acid
Damage Bonus: 2
Range: 3/6/9

Armour:
Scale Plates
Coverage: All but Eyes
Armour Value: 4/2
Resilience: All, +1 Edged
Durability: 10

SE-26-028 'Atternogg'
Atternogg
Class: Category III Kaiju
Somewhere between a prehistoric fish and a dragon, Attenogg crawls along on four limbs, the frontal pair finned and ending in hooked claws. A thick skull protects its head and eyes, a green glow seeping through its gills and beaked mouth.

Stats:
HtH: 2
Ran: 0
Str: 4
Tou: 5
Agi: 3
Dex: 2

Structure:
Dura: 8
Stru: 15

Weapons:
Bludgeoning Limbs (x2)
Built-In Melee Weapons
Attack Dice: 1d10/ 2x 1d10-1
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: Strength

Crushing Jaw
Built-In Melee Weapon
Attack Dice: 1d10-1
Armour Penetration: 3
Grappling Bonus: +1
Damage Type: Impact
Damage Bonus: Strength x2

Armour:
Flexible Hide
Coverage: All but Eyes, Head, Neck, Arms, Hands
Armor Value: 3/1
Resilience: All
Durability: 9

Protective Bone Plates
Coverage: Eyes, Head, Neck, Arms, Hands
Armor Value: 5/3
Resilience: All, -1 Burst
Durability: 10
SE-26-032, 'Rouge'
Rouge
Class: Category II Kaiju
A crocodilian kaiju, with bright red scales. Its tail ends in a crescent moon fin, and its head features a freakish double-jaw setup-- one mouth inside the other.

Stats:
HtH: 3
Ran: 0
Str: 3
Tou: 5
Agi: 2
Dex: 2

Structure:
Dura: 11
Stru: 16

Perks:
- Amphibious: Rouge has +1 Agility and Dexterity while submerged.

Weapons:
Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Dual Mouth
Built-In Melee Weapons
Attack Dice: 1d10-1
Armour Penetration: 3
Grappling Bonus: +0
Damage Type: Impact
Damage Bonus: Strength x3

Special:
If parried or blocked, damage bonus drops to flat Strength.

Armour:
Red Scales
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All
Durability: 9

SE-26-034 'Matilda'
Matilda
Class: Category II Kaiju
Built like a cicada, Matilda sports a set of four rigid legs and a massive pair of veined wings. Its carapace is a matte grey, which darkens to black around its legs and antennae.

Stats:
HtH: 3
Ran: 1
Str: 2
Tou: 3
Agi: 4
Dex: 2

Structure:
Dura: 7
Stru: 14

Perks:
- Aerial Ace: Matilda can fly under its own power, and follows the rules for Flying characters while doing so.
-- Can take off as a move action or as a two point advantage move provided its durability limit has not been exceeded. When airborne, double agility. Can not be charged while flying and melee attacks can not be made against this character. Ranged attacks are at +1 difficulty to hit the target if it moves while flying though a hit may knock the creature out of control. Each time a flying character takes a strike while flying, take a toughness test (6). If the test is passed, they keep control, if failed, they immediately crash 1d5 units away in a random direction and takes 1d10 blunt damage. If they would land on something, both characters take 2d10 blunt damage, knocked prone and immediately locked in a grapple.

Weapons:
Legs (x2)
Built-In Melee Weapons
Attack Dice: 2x 1d10
Parry Dice: 2d5-1
Block Dice: 2d5-1
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Stinger Dart
Built-In Ranged Weapon (Carbine)
Attack Dice: 1d10
Armour Penetration: 2
Damage Type: Edged
Damage Bonus: Dexterity
Range: 6/12/18

Armour:
Durable Shell
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All, -1 Fire
Durability: 11

SE-26-035, 'Guilion'
Guilion
Class: Category V Kaiju
More than a hundred meters long, Guilion is the utmost personification of the word "kaiju". A quartet of powerful arms hang from its knotted shoulders, each ending in a scoop-shaped set of claws. A thick carapace coats its back and shoulders, protecting it from above, while its sternum comes to a point, like the prow of a ship. Guilion's head is built like an executioner's axe, a massive bony blade swooping up its face.

Stats:
HtH: 5
Ran: 2
Str: 6
Tou: 9
Agi: 2
Dex: 3

Structure:
Dura: 21
Stru: 30

Perks:
- Category V: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 2 on all locations
-- +10 to all the instant death thresholds
-- Ignores the extra effects of the first two Minor Wounds it receives. Automatically heals 1 Ongoing per round. Rolls +2 for all Ongoing
-- Ignores "Scratch" Damage
- Sternum Prow: +1 damage to slams
- Fight to the Death: Once past its durability limit, temporarily ignore all stat penalties for 1d5+1 rounds.
- Mr. Kaiju, Tear Down This Wall!: Ignores city Defenses when doing damage.

Weapons:
Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10+1/ 2x 1d10
Parry Dice: 1d10-2
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Crushing Jaws
Built-In Melee Weapons
Attack Dice: 1d10
Armour Penetration: 4
Grappling Bonus: +0
Damage Type: Edged, Acid
Damage Bonus: Strength+2
Special:
Crush: Deals +2 damage for the purpose of armour durability

Skull Ram
Built-In Melee Weapon
Attack Dice: 1d10-2
Parry Dice: 1d5
Armour Penetration: 2
Grappling Bonus: -8
Damage Type: Blunt
Damage Bonus: Strength x2
Special:
Headbanger: Make a called shot against the Head. If the attack hits, double AP and stun the target for 1 turn.

Plasma Breath
Built-In Ranged Weapon (Scatter)
Attack Dice: 1d10-1
Armour Penetration: 5
Damage Type: Burst
Damage Bonus: 1d5
Range: 2/4/6

Armour:
Rough Hide
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All, +1 Impact
Durability: 11

Carapace
Coverage: Spine, Shoulders, Neck
Armor Value: 4/2
Resilience: All, +1 Edged, -1 Blunt
Durability: 8

SE-26-036, 'Polaris'
Polaris
Class: Category III Kaiju
While initially appearing like a bipedal reptilian, Polaris is actually fairly insectile, with a pair of antennae up front, bright blue compound eyes, and a lower jaw made of several mandibles. Its shell is a frosty white, with pitch black tissue between its joints.

Stats:
HtH: 2
Ran: 3
Str: 1
Tou: 3
Agi: 4
Dex: 3

Structure:
Dura: 7
Stru: 15

Perks:
- Electrical Disruption: All friendlies within 10 Units of Polaris (Polaris included) are at +2 Difficulty to-hit against by guided weapons. Laser designation systems have no effect on Polaris or others in its field. This ability is constant until Polaris goes over its durability limit. Afterwards, Polaris may activate this for a full turn as a Full Action.
- Polarizing: Polaris deals 1d5 Ice or Electricity (its choice) to anything within 2 units of it every round.
- Containment Breach: On death, Polaris detonates in an icy blast, dealing 3d10 Ice to all within 1d5 units.

Weapons:
Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d10-1
Block Dice: 1d5
Armour Penetration: 1
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength

Supercoolant Breath
Built-In Ranged Weapon (Scatter)
Attack Dice: 2x 1d10
Armour Penetration: 0
Damage Type: Ice
Damage Bonus: 1d5+1
Range: 5/10/--

Antenna Beam
Built-In Ranged Weapon
Attack Dice: 1d10
Armour Penetration: 1
Damage Type: Electric, Fire
Damage Bonus: Ranged
Range: 10/20/--
Special:
Scrambler: On a hit that does damage, inflict an extra Sensor Damage.

Armour:
Rigid Carapace
Coverage: All but Eyes
Armor Value: 3/1
Resilience: All, +1 Impact
Durability: 10

SE-26-037 'Jason'
Jason
Class: Category IV Kaiju
Oddly not the biggest or strongest kaiju of the group, Jason nonetheless is dangerous. The kaiju is very lithe, with a small, dolphin-like mouth, long arms, and a pair of digigrade legs. A well muscled tail extends behind it, far more flexible than any other tail seen before.

Stats:
HtH: 3
Ran: 2
Str: 3
Tou: 3
Agi: 4
Dex: 5

Structure:
Dura: 12
Stru: 19

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- Prehensile Tail: May make an extra Action each round as a Free action, so long as the action is not attacking, grappling, setting up an Overwatch, or moving. This free action may only occur after the Movement Action, and may be resolved against anything.
- Master of the Mind: May never suffer Instant Death from brain destruction (ignores effect). May offer any friendlies within 15 units a +1 bonus to any one action each round, as long as Jason has not passed its Durability limit.

Weapons:
Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10/ 2x 1d10-1
Parry Dice: 2d5
Block Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus: +4
Damage Type: Blunt
Damage Bonus: Strength

Thin Jaws
Built-In Melee Weapon
Attack Dice: 1d10-3
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Edged
Damage Bonus: Dexterity
Special:
Deliberating Secretions: On an attack that deals a Minor Wound or higher, inflict a -1 Penalty to HtH, Dex, or Agility, depending on the location struck. This excess penalty may be removed by a successful Toughness test (6).

Oral Napalm Bomb
Built-in Ranged Weapon (Carbine)
Attack Dice: 2x 1d10
Armour Penetration: 0
Damage Type: Fire
Damage Bonus: Dexterity
Range: 8/12/16
Radius: 2
Special:
Count as dealing +2 damage for the purpose of setting the foe on fire. May never make called shots.
Firewall: May be fired at land to create a 3-unit wide wall of Fire. Any land-based unit who passes through this wall automatically takes 1d10 Fire, which counts as dealing +2 damage for the purpose of setting the foe on fire. This attack is always treated as being in close range, and will ignite on a 5+

Armour:
Smooth Hide
Coverage: All but Eyes
Armor Value: 3/1
Resilience: All, +1 Fire
Durability: 10

SE-26-038 'Dunwich'
Dunwich
Class: Category III Kaiju
Dunwich is truly deserving of its name. Vaguely resembling Polyp and Twister, Dunwich is nothing more than a hundred meter tall mass of blubber and tentacles, a few ravening orange eyes growing out from around its furiously snapping beak.

Stats:
HtH: 5
Ran: 1
Str: 4
Tou: 5
Agi: 2
Dex: 3

Structure:
Dura: 14
Stru: 20

Perks:
- Blunted Nerves: Immune to "Scratch" Damage. -1 to all Temporary Strikes taken.

Weapons:
Tentacles (x8)
Built-In Melee Weapons
Attack Dice: 4x 1d10
Parry Dice: 1d10-1
Block Dice: 2d5
Armour Penetration: 0
Grappling Bonus: +4
Damage Type: Blunt
Damage Bonus: Strength
Special:
Stranglehold: Choke and Submission Hold actions cost 1 less Advantage Point than normal. May maintain a hold for free, as long as it wins the Grapple.

Beak
Built-In Melee Weapon
Attack Dice: 1d10-1
Armour Penetration: 0
Grappling Bonus:-2
Damage Type: Impact, Acid
Damage Bonus: Strength x2

Armour:
Blubbery Hide
Coverage: All but Eyes
Armor Value: 3/2
Resilience: All, +1 Blunt, -1 Fire
Durability: 12

SE-26-040, 'Texas'
SE-26-040
Texas
Class: Category III Kaiju
You don't want to mess with Texas. Like Alaska, the kaiju is built for durability, though it seems to focus in a different direction. Its hide is crisp and black, crackling with each movement. Its body is hunched over on all six limbs, with a pair of double-barreled cannons protruding out of its back on organic turrets. A single spike drives out from its arrow-shaped head, emerging just above its beaked maw. Its tail ends in another orifice, this one surrounded by bony spines.

Stats:
HtH: 2
Ran: 3
Str: 4
Tou: 4
Agi: 3
Dex: 2

Structure:
Dura: 9
Stru: 19

Perks:
- Guns Blazing: Twice per battle, Texas may use up its Standard Action for the next turn to provide itself with an extra Shoot action. This second Shoot action must be made with its Tex Turrets, but does not suffer any penalties it would gain from being a second attack (all penalties from damage still apply as normal). Texas may not use this perk the round after it has already used it, for obvious reasons.

Weapons:
Driver Spike
Built-In Melee Weapon
Attack Dice: 1d10-1
Armour Penetration: 4
Grappling Bonus: -5
Damage Type: Impact
Damage Bonus: Strength

Fore-Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength+2

Tex Turrets (x2)
Built-In Ranged Weapons (Carbine, Shoulders)
Attack Dice: 1d10+1/2x 1d10
Armour Penetration: 2/1
Damage Type: Impact
Damage Bonus: 1d5+1
Range: 12/20/30
Special:
Double-barreled: Always roll twice for Damage Bonus, and take the better result.

Blue Blaster
Built-In Ranged Weapon (Scatter)
Attack Dice: 1d10
Armour Penetration: 4
Damage Type: Acid
Damage Bonus: 2
Range: 4/8/12
Radius: 2
Special:
Causes environmental damage on a miss.

Armour:
Carbonized Hide
Coverage: All but Eyes
Armour Value: 3/2
Resilience: +1 Fire, +1 Blunt
Durability: 10

Ocular Plating
Coverage: Eyes
Armour Value: 1
Resilience: All
Durability: 3
Special:
Recessed: Called Shots are at -2 to-hit.

SE-26-039 'Alaska'
Alaska
Class: Category III Kaiju
Built like a brick outhouse, Alaska is a big, multiarmed piece of nasty. A pair of horns jut from its skull, eyes recessed deep into their armoured sockets. The front two pair of limbs are smaller, clasped against its body, while another pair of arms act as forelegs. A pair of retractable spikes are mounted on the elbows of these larger limbs, as well as the ankles.

Stats:
HtH: 4
Ran: 1
Str: 4
Tou: 6
Agi: 3
Dex: 0

Structure:
Dura: 13
Stru: 19

Perks:
- Gigantes: Never suffer penalties while Prone. May rise from Prone as a Free Action (provokes an Attack of Opportunity as normal). May use Toughness in place of Strength for Slams.

Weapons:
Basher Horns
Built-In Melee Weapon
Attack Dice: 1d10-2
Armour Penetration: 0
Grappling Bonus: -4
Damage Type: Edged
Damage Bonus: Strength x2

Fore-Claws (x2)
Built-In Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Strength+2

Sub-Claws (x2)
Built-In Melee Weapons
Attack Dice: 2x 1d10
Parry Dice: 1d10-1
Block Dice: 1d10-2
Armour Penetration: 3
Grappling Bonus: +1
Damage Type: Edged
Damage Bonus: 2

Tremor
Built-In Ranged Weapon (Scatter, all limbs)
Attack Dice: 2d10
Armour Penetration: 0
Damage Type: Blunt
Damage Bonus: 0
Range: 6/--/15
Radius: 3
Special:
Disruption: When any player is hit by this attack, they must take an Agility Test (7). If this test succeeds, resolve the attack without applying Disruption. If this test fails, the player falls Prone. This effect applies even if they succeed in avoiding damage (through Dodging the attack or absorbing the damage with their armour).
Earth-bound: Only ever affects land-based players.
May not make called shots.

Armour:
Permafrost Hide
Coverage: All but Eyes
Armour Value: 3/2
Resilience: +1 Impact, +1 Edged
Durability: 10

Ocular Plating
Coverage: Eyes
Armour Value: 1/1
Resilience: All
Durability: 3
Special:
Recessed: Called Shots are at -2 to-hit.

SE-26-005H, 'Myrmion Alpha'
SE-26-006H, 'Myrmion Beta'
SE-26-007H, 'Myrmion Gamma'
Myrmion Alpha/Beta/Gamma
Class: Category II Kaiju
Three identical kaiju, the Myrmions' stances are similar to that of a mantid, with their forelegs raised off the ground to act as arms. Their heads each mount a pair of short, heavy mandibles and tiny black eyes, while their bodies are coated in a carapace, with thicker armour along the backs.

Stats:
HtH: 1
Ran: 2
Str: 3
Tou: 4
Agi: 2
Dex: 0

Structure:
Dura: 3
Stru: 9

Perks:
- Localised Hivemind: As long as two or more Myrmions are within 10 units of each-other, they may establish a hivemind as a Free Action, and gain the following traits. A participant need not be within 10 units of all other members, only within 10 units of the nearest other participant.
-- Team Luck: For every 3 members in the hivemind, one linked Myrmion may reroll a single dice each round, and take the better result.
-- Mental Support: All Myrmions in the hivemind gain extra Durability (equal to the total number of members +1) as long as they are linked. If they unlink, they lose this extra durability, but may regain it if they re-link.
-- All-Around Vision: No Myrmion in a hivemind is considered surprised unless all of them are. A blinded, linked Myrmion is treated as if it had a Dexterity score of (total Myrmions linked in the hivemind) for the purposes of blindsight.
-- Share the Pain: If a linked Myrmion suffers a Minor Wound or Major Wound, all other linked Myrmions suffer 1 or 2 Temporary Strikes (respectively), and the wounded Myrmion treats 1 Strike as Temporary. If a linked Myrmion dies, all remaining linked Myrmions unlink from the hivemind (they may re-link later), and suffer 1d5 Temporary Strikes.

Weapons:
Petrochemical Bile
Built-In Ranged Weapon
Attack Dice: 2d5
Armour Penetration: 0
Damage Type: Fire
Damage Bonus: Strength
Range: 2/5/10

Talons (x2)
Built-In Melee Weapons
Attack Dice: 1d10
Parry Dice: 1d5
Block Dice: 1d10-1
Armour Penetration: 1
Grappling Bonus: +1
Damage Type: Edged
Damage Bonus: Strength

Armour:
Light Carapace
Coverage: All but Eyes
Armor Value: 2/1
Resilience: All
Durability: 6

Ablative Shell
Coverage: Head, Neck, Shoulders, Spine
Armor Value: 2/-
Resilience: All
Durability: 2
SE-26-043, 'Telson'

Here is Google doc link however I could find no documentation to allow spoilers... :cry:
 
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It's around week 44 that you guys finally got Palisade's stats. I would suggest slapping that bestiary under a spoiler or something if you expand it.

Or just wait until the grand archive catches up, and refer to that.
 
I don't really see this as an essential requirement, though? Hell, has anyone actually proposed a concept for fangs we can actually build that wasn't "dog shaped Mk 0s" or "a glorified sensor array"?
I mean...we can always look into the magnetic propulsion that Oswin was using for his Bits, since you seem dead-set on floating objects with no obvious propulsion system as Fangs.
I want fangs that actually seem like fangs, not separate smaller robots that happen to hang out in the vicinity. More Waltz, less robo-fauna. I want actual remote weapons systems, not a spare conventional carried around in a backpack. Problem is we can't actually do that very well until after we've killed Anaklusmos and dissected it for anti-grav powers.
The only major mechanical differences between a helicopter Fang with similar equipment and your proposal would be the propulsion system, which may just translate to movement speed. If so, we can easily upgrade the helicopter to match said speed, if necessary.

All Fangs are effectively "spare conventionals", mechanically speaking. That's true if they're propelled by magnets or anti-grav, or if they're using jet engines. If we made Fangs like Waltz's, we could probably adapt them into drone conventionals with only minor alterations, because they're effectively the same thing.
Agreed on not seeing it as essential, but really I'm more concerned with Tacit Mark 4 due to being more expensive than a city (or another new Jaeger).
As the guy who had to run the numbers on City upgrades, he's really not. Not a good one. It's 9500 R to take a stat to 6, times the total number of stats (6?), if the math I'm doing in my head is correct. Which should total...46500 R? Something like that. And we're taking several stats beyond that point. That's not including City Augs, either.
Mark IV Tacit brings with him five new stat points, another Augment slot and the possibility of equipping the Allegorica. Said stat points can be invested in Dexterity to bring Tacit's AP with the Super Fangblades to 5, Toughness to increase his combat endurance, Strength to increase damage and add that spare IE-10 or just even more HtH.

It brings us options and just plain makes Tacit stronger.

With enough hunting, we can get Tacit to Mark IV in five to six weeks if we don't spend money like water. Less, if we leverage the extra Research from Everett to further refine and reduce the costs of the Reactors.

Moreover, getting Tacit to Mark IV before Phenom gets to Mark III lets us equip him with Tacit's current Reactor, further reducing the total costs.

Remember, each Cat III gives us 1500 and Cat IV gives us 7500 Resources. Just in Kaiju for us to hunt we currently have 13500R, with more likely to come as we kill the current ones. Then we have the 4500/week from Manufacturing and none of this is counting anything we might get from Everett, Achievements, Resource caches or killing the weekly incursions, since those are unreliable sources of income.
You forgot to mention that we can still build more Kaiju Salvage Facilities to make those numbers even better, for a fairly small investment that will rapidly pay for itself.
Really, the only benefit Mark 4 Tacit gives us that can't be replicated or exceeded by building another Jaeger is the potential Allegorica access.

On that note, though, I'm sure we could also use Phenom's current reactor for a discount on building (or restoring, as the case may be) another Jaeger. I mean, it's perfectly logical- it's been stated that the majority of the cost of building a new Jaeger lies in the reactor, so if we've already got one we can subtract its build price from the Jaeger's, right?

Also, you say "if we don't spend money like water," but that's much easier said than done. Remember, most weeks we spend almost all our Resources, and that's not considering the cost of bringing Everett up to par (which will probably take another couple weeks to accomplish) or repairs (which could set us back 2-3 weeks at a time depending on how badly we get damaged). I'm not gonna run the math on that yet, but I'm reasonably sure your "5-6 weeks" would probably turn out more like "5-6 months." And frankly, I'm not that patient, and I doubt anyone else is either.
I'd request that you at least run some ball-park estimates before making statements like that. Your claim is that it would take us about half the length of this quest so far to make that much money. Which is almost certainly not the case. Just totaling up our current assets would show that pretty quickly. We dumped 30k into stuff this turn, alone.
Did we ever get a stat block for SE-26-010 Palisade? I was attempting to get a Bestiary together with a link to beginning of encounter and stat blocks for each Kaiju. I'm having trouble locating that specific stat block.
Thank you, you beautiful person, for doing what I was considering doing, but was too busy to do. Having all the Kaiju stat blocks in one place is incredibly handy.
 
You forgot to mention that we can still build more Kaiju Salvage Facilities to make those numbers even better, for a fairly small investment that
We can slot in three more KSFs, then we either demolish the recycling facility to free up its slot and build another KSF in its place, pay 5000 Resources to get that final point of Manufacturing and build another one, or do both.

By the way @Fyrstorm the number of Manufacturing augments we have on Neo-Seattle's stat sheet is wrong, given it says we have 4/9 while we clearly have 6 Augments.
 
Thank you, you beautiful person, for doing what I was considering doing, but was too busy to do. Having all the Kaiju stat blocks in one place is incredibly handy.

Your going to make me all giggly...

I thought that easy access stats plus being able to actually click the name and review flavor text at the drop of hat, the two would have a really good synergy when thrown together for ease of access. Kaiju research gets a shot in the arm.
 
As the guy who had to run the numbers on City upgrades, he's really not. Not a good one. It's 9500 R to take a stat to 6, times the total number of stats (6?), if the math I'm doing in my head is correct. Which should total...46500 R? Something like that. And we're taking several stats beyond that point. That's not including City Augs, either.
I f*cked up the math on this. It's 10500R to go from 0 to 6 in a stat. Also, that number I got is just wrong. It should be 63000 R to bring every stat to 6.

To get Neo-Seattle to where it is now, with stats at 9-10-7-6-10-7, cost us 116000 R. Which seems low, when I consider it. We took in a sizable fraction of that just this turn. Call it...about a fourth? I'm sure adding City Augs would make the number much higher, though.

On the plus side, I've discovered that the costs involved for each stat match up with a known sequence, so long as you divide by 500 and don't go above 10 in the stat, as the change in 'multiplier' from 500 to 1000 screws up the math a bit. Which should make running the numbers easier in the future, if I remember to use it. Link for those interested: Triangular number - Wikipedia
Your going to make me all giggly...

I thought that easy access stats plus being able to actually click the name and review flavor text at the drop of hat, the two would have a really good synergy when thrown together for ease of access. Kaiju research gets a shot in the arm.
Agreed. That's why I considered doing it while I was putting together the K-Sci section of the Ideas doc. I ended up not doing it, mostly because it only occurred to me after I had done most of my archive crawling, and the project was already more than enough work to be doing, even if it's work I enjoy.
 
Tacit Ronin's OS had to be replaced when it was recovered from Oblivion Bay. The new OS that is uses is intended to be generic and easy to use with any jaeger, rather than being specifically tuned to that particular jaeger from the start-- though the software can easily tune to one.

The current OS is the General-Usage Neurocranial-Drift Adaptive Module, or G.U.N.D.A.M. (technically G.U.N.D.A.M. v1.2, TR-Adaptation). The inventors of it (one Dr. Storm in particular) were complete nerds.

@Fyrstorm Whilst tiptoeing thru the Kaiju long dead I stumbled across this and while it does ring of being an homage it is also written in a more serious tone as if it is a real IG thing. Would switching the Generic OS over to a more customized version have anything to do with the "Unusual potential" trait TR possesses? It would be extra cool if all the time TR has been compiling battle data and all we really need to do is allow the system to optimize to become specially tuned to kickass.

Would be lovely if you could merely tell me is this a valid line of research or am I reading too much into a lovely piece of fluff?
 
Anyone know what happened to SE-26-006 and SE-26-021? Are they the Missing Kaiju? :V
 
Okay, I'll be honest: The bit about repairs potentially setting us back weeks at a time was because I misremembered Jagd's repair bill (and was certain enough in my mistake that I didn't double-check; I thought it was about four times what it actually was for some reason), so at the very least I'm willing to admit to being mistaken on that front.

As to the Jaeger-building thing, I honestly hadn't checked the costs on the reactors so we wouldn't save nearly as much as I initially thought by reusing Phenom's for a new unit (though the miser in me still insists that it's worthwhile- I mean, 1000 less spent on Jaeger-building is 1000 more we can spend on something else, right?), but at least I was somewhat more accurate regarding the higher-tier reactors even if I was mistaken in my statement of a Mark 4 reactor (specifically the Stellarator, since the Fury's still more of a novelty at this point) costing more than building a new Jaeger from scratch (unless it's a Mark 1, which we probably won't ever do because they're pretty much obsolete). Of course, I haven't factored in any potential research to make high-end reactors cheaper, but I think I can be forgiven on that front due to not knowing how much we can manage, both in a "how much we can improve it before we get distracted" way and a "how much Fyr will let us get away with" way.

Also, keep in mind that "up to par" does not necessarily mean "identical to Seattle;" I was actually defining "par" as "can now contribute meaningfully to our operations beyond being a glorified warehouse that might give us a few extra actions." Yes, I'm fully aware that this sounds like I'm moving the goalposts, but I consider Seattle's current stats (as in, stopping just before upgrade cost-efficiency drops) to be "pretty good; could be better with effort, but definitely above average," and 5 as "bare minimum to be considered up to par." You have to admit that you don't need 10 in a city stat for it to contribute to the cause, though of course higher numbers are better; my "more expensive than a city" assertion was based on an average of about 5 for a city's stats (which I'm pretty sure comes out to 45000 Resources if upgrading from 0).

Short version: Part of my previous criticism was based on flawed assumptions (for which I apologize), another part was based on perhaps overly-pessimistic repair budgets (which are still a concern since we never know when the dice will screw us over, but probably not as much of one as I'm worried about), a third part was based on a rather poor opinion of the other players' spending habits (which may or may not be accurate), and the rest was inadequately explained (which I have attempted to change in this post).

On an unrelated note, Fyr: How much would it cost to upgrade a city's Jaeger capacity? Just for future reference at this point; I'm pretty sure we'll give Everett room for at least one more later, judging from the talk of partnering Phenom with a gunner Jaeger of his own, but I doubt it'll be anytime soon.
 
Anyone know what happened to SE-26-006 and SE-26-021? Are they the Missing Kaiju? :V

Missing only until I fill in the gaps, for ease of search each Jaeger has a 'killed' list I was poaching names from TR, the on to jagd, the conv, and then Phenom... I will shuffle them into order eventually when list gets nearer completion.

SV is driving me batshit adding extra spoilers that it wont allow me to edit out... is there a particular post size before it goes ballistic?
 
Okay, then if I limit the bestiary to 3/4 of current size per page = 30 beasties per post it might start liking me again. TY Bungie!
I think what you can do to get stuff to like you again is to list about 15 Kaiju in a single "section" and then have some spaces or even a horizontal line before you start the next spoiler section.

Like so:

waagahahahaw


waagahahahaw
 
@Fyrstorm Whilst tiptoeing thru the Kaiju long dead I stumbled across this and while it does ring of being an homage it is also written in a more serious tone as if it is a real IG thing. Would switching the Generic OS over to a more customized version have anything to do with the "Unusual potential" trait TR possesses? It would be extra cool if all the time TR has been compiling battle data and all we really need to do is allow the system to optimize to become specially tuned to kickass.

Would be lovely if you could merely tell me is this a valid line of research or am I reading too much into a lovely piece of fluff?
After thinking it over and looking at the fluff again, it seems to me that passage actually says the OS is easy to tune for any Jaeger rather than having to be an OS built from the ground up for a specific Jaeger. Basically, it has all those sliders, customization options and is easy to patch to your specifications, not that the OS is some generic thing that doesn't fit Tacit's systems perfectly.

Plus, there's this part here,
The current OS is the General-Usage Neurocranial-Drift Adaptive Module, or G.U.N.D.A.M. (technically G.U.N.D.A.M. v1.2, TR-Adaptation).
Which implies the system was already tuned for Tacit's specifications.
 
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