KnightDisciple
Brotherhood. Unity. Peace.
- Location
- Midwest, USA
And that's all I'll ever be.
Please, young Guardsman. I know that with some luck and enough effort you too can become an Officer and send troops to kill xeno scum in the name of the Emperor.
...and after looking at the movement range of our units I figure we can more than double our speed if we leave the ground units in the Carry-Alls. That'd be 10 units/turn instead of 4, which is a really big deal over these distances.We could also leave the ground units on the Carry-Alls to move faster, but I'm unsure how fast we can deploy them.
Eh, given the wait it's fine. No issues.So, sorry for doubleposting again but I've been thinking a bit ever since I wrote this bit...
sounds like a good idea.So, sorry for doubleposting again but I've been thinking a bit ever since I wrote this bit...
...and after looking at the movement range of our units I figure we can more than double our speed if we leave the ground units in the Carry-Alls. That'd be 10 units/turn instead of 4, which is a really big deal over these distances.
I think it might be worth it to do so and add a subvote to release then when within 30 or 35 units from the Kaiju. Depending on battlefield conditions after the first engagement, it might be more efficient to store them again too.
There is the risk of being caught flat-footed and having to battle without having the time to deploy the ground units first, but I feel it'll be worth the risk.
But in the interest of fairness and transparency (and also to engage people in plan making) I decided to bring it up to get your opinion. I'd also like to ask if you're all are okay with going after Killclaw first or if you prefer the Cat II trio, or even if you feel like ignoring them and going straight down and just intercepting whatever gets close.
Seriously people, I'm just as blind as you all here, your input is more than welcome.
I figured it was, but I still felt an apology would be the polite thing to do.
Any input on what Kaiju to attack first or if we should skip straight to the Ranged Duo? My choice to strike Killclaw first was literally based on a gut feeling so some opinions would be nice.
I don't want anything left alive behind us when we hit the ones with guns. Whether we kill the biggish one or the trio of smallish one first, I don't care.Any input on what Kaiju to attack first or if we should skip straight to the Ranged Duo? My choice to strike Killclaw first was literally based on a gut feeling so some opinions would be nice.
Well, my plan for killing everyone would be Killclaw, then Treasure Island if it comes after us inland, then the trio and finally the Kannon Kaiju.I don't want anything left alive behind us when we hit the ones with guns. Whether we kill the biggish one or the trio of smallish one first, I don't care.
I was waiting to see if anyone else showed up to comment on the plan or offer advice, but I guess most people don't like the strategic part of things as opposed to the Plan-building and Kaiju Punching parts.@Highwind still needs to edit the plan so we're keeping our crunchies in the carryalls until we're closer.
I think on my part it's more that you seem to have the best "mental map" of what's where. I've given some thoughts on overall approach, I just still don't have a good idea of where everyone is to facilitate that. I also trust your ability to visualize that better than me, and come up with a plan that does a good job of balancing caution and daring.I was waiting to see if anyone else showed up to comment on the plan or offer advice, but I guess most people don't like the strategic part of things as opposed to the Plan-building and Kaiju Punching parts.
Anyway, The Plan has been changed.
My mental map is actually a Google Maps search for the general location we landed in and using the distance tool to guesstimate positions. Seriously, it's nothing you can't do with five minutes of effort on a computer.I think on my part it's more that you seem to have the best "mental map" of what's where. I've given some thoughts on overall approach, I just still don't have a good idea of where everyone is to facilitate that. I also trust your ability to visualize that better than me, and come up with a plan that does a good job of balancing caution and daring.
Understandable.More things slowing me down. This time, it's my half-yearly exams. Because they're happening. Ergo, Tacit will remain on hold.
The NPPDC didn't come her just to run away again. Noisily, the aircraft take off, rearranging themselves into a roughly squarish formation. With a thunderous drone, hundreds of rotors tilt forwards, as the formation begins to move. Capping either end, the Jaegers move as well, Jagdhund carrying her Buster Launcher at the ready.[X] Plan Operation Start
-[x] All units move towards Killclaw.
-[x] The group will move with Jagdhund at the front, equipped with the Buster Launcher, followed by the Air Force in the middle, with Tacit at the rear.
--[x] The scouts will be scouting the area to report any movements they find.
-[x] All units are to be spaced so as to not be clustered.
-[X] The group will stop once within 35 units of any Kaiju so the Carry-Alls can deploy the ground units.
Can take off as a move action or as a 2 Advantage Point Grappling move provided its durability limit has not been exceeded. When airborne, double base Agility for movement purposes only. Movement may be executed vertically, instead of only horizontally, and may influence your ability to fight or be fought. Grounded characters may not make Charges or Melee Attacks against a Flying character, no matter their Altitude. Ranged Attacks from the ground 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 Blunt Damage equal to 1d10+(character's highest base AV, minus their base Agility). If they would land on someone, both characters take Blunt Damage equal to 2x 1d10+(character's highest base AV), are knocked Prone and immediately become locked in a Grapple. See the Altitude System for more information.
(A1600) 8000 (LEO/max value of Altitude System)
(A200) 1000 (Space)
(A13+)65+
(A12) 60
(A11) 55
(A10) 50
(A09) 45
(A08) 40
(A07) 35
(A06) 30
(A05) 25
(A04) 20
(A03) 15
(A02) 10
(A01) 5
(AC*) (see below)
(A00) 0
(D01) -5
(D02) -10
(D03) -15
(D04+) -20+
A00: Altitude 0. This Altitude comprises ground level, no matter its actual elevation, as well as the surface of any body of water. Unless in the latter, or possessing some burrowing ability, this is as low as a unit can go.
AC: Not a 'true' Altitude value, this is the maximum height for Conventional fliers. While Altitude 0 units cannot attack AC units in Melee, they also do not suffer any penalties for their Ranged attacks (as would happen against A01 units). A01 units may attempt to Melee AC units, and may move into AC as a Free Action instead of changing their Altitude. By default, AC is also the Altitude in which a unit counts as being airborne.
A200: The edge of space. This is the upper limits of the atmosphere.
A1600: Low-Earth Orbit. Beyond this point, the Altitude System does not function, instead replaced with the Zero-G Combat System (still in progress).
D01: The first level below the surface, D01 encompasses all space between a depth of 500 meters and the surface. If you are in a bay, river, or lake, and you are underwater, you are at D01.
By default, a Jaeger will operate at Altitude 0-- ground level. If a jaeger is lifted to Altitude 1 or higher (e.g. by a flying kaiju), and does not have some method of keeping aloft (e.g. the Allegorica Flight System), it will begin to fall through the air, until it hits the ground.
All normal K-Scale units (discounting extremely light or flying ones) will fall through air at a rate of 4 Altitudes per round, or 20 units a round. Upon hitting the ground, they will-- unless they have slowed their fall-- immediately suffer Blunt damage equal to 1d10, plus their highest base AV, plus half the Altitudes they fell, minus their base Agility. This damage then may be reduced by the unit's Armour on whatever location is hit. For every 6 Altitudes fallen, add +1 Hit Location/Dice to the falling damage.
Damage: A/d10+AV+D-Agi Blunt
N =Altitudes fallen/6, round down to a minimum of 1.
AV = Highest base Armour Value, ignoring Resiliences.
D = Altitudes fallen/2, round down to a minimum of 0.
Agi = Base Agility score.
In order to increase aerial Altitude, a K-Scale unit must have some method of providing lift and thrust. Should this requirement be fulfilled, it may voluntarily gain Altitude. To gain Altitude in the air is similar to most movement; every 5 Units traveled vertically will increase or decrease the unit's Altitude by 1 after it has taken off. Units that need to move a certain amount do not count changes in Altitude towards their minimum, unless the change is negative.
If an airborne unit is Stunned, Incapacitated, Paralysed, defeated, or otherwise disabled, they will instantly begin to fall, and suffer the appropriate damage if they can't recover in time. However, flight-capable units fall more slowly, only travelling 2 Altitudes per round.
Fighting in the air is very difficult for most units. Part of this is due to the nature of Altitude. For every Altitude that one unit is above another, their distance is treated as +5 further away for the purpose of all attack ranges. This rule also applies for units below another, but only counts every two Altitudes as a +5 in the distance. Melee attacks may only be conducted by Engaged units on the same Altitude level as each other. However, Charges are not as limited. When airborne, a Charge may only be made against a unit on the same Altitude as the one Charging, or against a unit on a different Altitude (a Descending or Ascending Charge). When moving in the air, horizontal movement must be resolved before any changes in Altitude.
An Aerial Descending Charge is a specialised Charge variant only available when targeting another unit at a lower Altitude than you and when you are flying. This is mostly executed as a normal Charge (attack bonus on a success)-- however, you gain a physical damage bonus equivalent to the downwards distance traveled, minus your minimum successful charge distance (either 4, or 2+Agi, whichever is higher), and the opponent is treated as Prone for any secondary effects that would benefit you. After resolving the AD Charge, both units immediately drop 2 Altitudes, treating them as falling. If the Charge fails to connect, the opponent may not counter-charge, but you are immediately considered Stunned, and begin to fall.
Grappling during flight is generally a rapid, brutally lethal affair that should only be attempted by those who are insanely lucky, or perhaps just insane. Nevertheless, if you become part of it, there are special rules that must be used.
If a flying character takes off or otherwise starts a Grapple in AC, they are treated as being at AC. Grappling at AC is close enough to ground-based Grappling that not much needs to be considered. As long as one or more of the participants is capable of flying and remains able to do so, the grapple conducts as normal. However, if no members of the Grapple are able to sustain flight at any point, they immediately crash, taking 1d10 Blunt each and falling prone. If a non-flying member of the Grapple uses the Disengage action, they automatically fall as well, but do not fall Prone.
AC-level characters that can fly may use the Drop (AC) Action to fling their opponent into the dirt, the Shift Balance Action to move about the battlefield, or the Increase Altitude (Minor) Action to move to High-Altitude Grappling, but are otherwise restricted to normal stuff. These moves are as follows:
1 Advantage Point actions:
- Shift Balance: Stagger the Grapple one way or another while you fly. You may move the Grapple a number of units equal to your (unmodified) Agility in any horizontal direction of your choice. Unlike most other Grappling moves here, this may be used by flightless characters. However, Shift Balance may only be used by one participant per turn.
2 Advantage Point actions:
- Drop (AC): Gravity is a bitch. You release your grip on your opponent and fling them down towards the ground. Immediately forfeit all remaining AP and Disengage from the Grapple. The opponent suffers 2d10 Blunt, and is both Stunned and knocked Prone on A00 from the forceful fall. You remain at AC.
- Increase Altitude (Minor): Fly higher and higher in the sky. You and all other members of the grapple rise to A01, remaining in the grapple and changing to High-Altitude Grappling.
High-Altitude Grappling:
Grappling above AC is where the real danger lies. Not only must you contend with the normal threat of falling, you can't even rely on passive flight to keep you stable, and must actively control your position to avoid plummeting to earth! Unless the Maintain Flight, Increase Altitude, or Controlled Descent Action is used every round the Grapple is in effect, both participants immediately Fall as one Engagement at the end of said round, at either -2 Altitude/round (if both participants can fly) or -3 Altitude/round (if only one can). If only one participant can fly, but is rendered unable to do so, both Fall at the standard nonflying rate.
1 Advantage Point actions:
- Shift Balance: Stagger the Grapple one way or another while you fly. You may move the Grapple a number of units equal to your Agility in any horizontal direction of your choice. Unlike most other Grappling moves here, this may be used by flightless characters. However, Shift Balance may only be used by one participant per turn.
- Disengage: Disengage may only be safely used by characters that can fly, and only if the one Disengaging and the opponent are both capable of flight. Both participants remain on their current Altitude, and the action may be interrupted as normal (a successful melee passing attack may re-establish the Grapple). If the one Disengaging cannot fly, they immediately start to Fall, and do not get a passing attack. Idiot.
- Diving Crash: Using some quick maneuvering, force your foe to take the brunt of a rough landing. While Falling (either due to the rules above, or the Binding Hold Action below), make an Opposed Strength or Dexterity Test with your opponent (both contestants choose which stat they use). On a failure, nothing happens. On a success, you swing the enemy underneath you until the next round or until they use the Diving Crash Action on you, whichever comes sooner. If during this time, the Grapple would crash into the ground, you suffer 1d10+Agility less damage, and the enemy suffers that same 1d10 result more in damage (ignoring the bonus from your Agility). Unlike most other Grappling moves here, this may be used by flightless characters.
2 Advantage Points actions:
- Maintain Flight: Stabilize yourself in midair to avoid falling. You and all members of the Grapple do not fall or rise any amount of Altitude this round, but are still capable of some horizontal motion. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
- Increase Altitude (Minor): Fly higher and higher in the sky. You and all other members of the grapple rise one Altitude, remaining in the grapple. Increase Altitude (Minor) may not be used multiple times in the same turn, even if you would have sufficient AP to pay for it. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
- Drop (HA): Gravity is a bitch. You release your grip on your opponent and fling them downwards, allowing them to fall from the sky. Immediately forfeit all remaining Advantage Points and Disengage with the enemy. If they have no method of sustaining flight, they automatically begin to Fall, as detailed in Changing Altitude (Aerial). If they can fly, they must test Agility (Difficulty 15) to recover on their current Altitude, or Fall for one round before recovering (assuming they haven't hit the ground already).
- Binding Hold: Disable the flying abilities of all in the group, causing you both to plummet. Make an Opposed Strength Test with your opponent. If you succeed, the Grapple immediately begins to Fall as detailed above, as all contestants lose access to the Maintain Flight, Increase Altitude, and Controlled Descent Actions until the start of the next Grapple turn. If the enemy breaks the Hold, they gain the use of those Actions, but must still use them to stop the Fall if they desire.
3 Advantage Point actions:
- Controlled Descent: It's not easy, but somehow you can get this mess lower without falling uncontrollably. You and all members of the grapple decrease your Altitude by one, remaining in the Grapple. If this brings you to A01, you may choose to drop into AC Grappling. Controlled Descent may be used multiple times in the same turn, as long as you have sufficient AP to pay for it. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
- Touchdown: Land on the ground, so you don't have to worry about falling. If you are at A01, you and your opponent drop to A00, taking no damage and losing the High-Altitude Grappling options until you take off again.
4 Advantage Point actions:
- Increase Altitude (Major): All power to thrusters and wings! As Increase Altitude (Minor), except the Grapple rises two Altitudes instead. Increase Altitude (Major) may not be used multiple times in the same turn, even if you would have sufficient AP to pay for it. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
In the water, the Altitude system is a far greater boon to the Kaiju and other organic life-- though it only gets a good use in the deeper parts of the ocean. Any K-Scale unit designed in part to operate well in the water (kaiju, some superheavies) is fully capable of changing its Altitude voluntarily, in exactly the same way as a flight-capable unit would change it Altitude in the air. Similarly, these units will normally stay at whichever Altitude they wish, as long as they are living and cognizant. If defeated, Stunned, Incapacitated, or otherwise paralysed, they will begin to sink at the rate of 1 Altitude per round (5 units).
Heavier K-Scale units (e.g. jaegers) do not have this advantage, and most will automatically sink 2 Altitude per round until they hit something or otherwise stop their 'fall', unless they make a conscious effort to tread water or swim. As a Free Action, they may make a Strength (5) test to tread water, and can move about on the same Depth level for that round without sinking. On a failed test, they may still move horizontally, but they will sink afterwards. If they want to Run, they must make a second Strength (7) test after their basic move action has been resolved. Similarly, they require a Strength (7) test to rise in Depth (on a 5-6, they stay afloat, but do not rise-- otherwise, they sink as normal). If the unit has a dedicated or otherwise appropriate means of propulsion, they do not have to make tests to move. This may be subject to the whims of the GM.
Units that sink underwater never suffer fall damage.
Past a certain depth, negative effects may occur to certain units.
Fighting underwater is significantly easier than fighting in the air, thanks to the threat of falling damage being a nonissue. Additionally, Charges may be made against any unit in range, be they at the same Depth, a lower Depth, or a higher Depth. However, some method of dedicated propulsion is needed to preform a Charge (or, failing that, a Strength (7) test). The special Aerial Descending Charge may not be made when the charger is underwater, but they are still viable if the target is underwater (thus, a flying character may execute an ADC against a swimming target).
Furthermore, unless the fight is taking place on the bottom of a body of water, opponents cannot really be knocked Prone. Instead, a successful Slam or other effect that would knock a target Prone inflicts a -2 penalty for one round instead, as they are knocked off balance and tumble about disoriented. During this time, they are still treated as Prone by other combatants for the purpose of any abilities that may trigger against a Prone target.
Aside from that, it operates on the same rules as aerial combat.
Interesting. The only thing I have to add is that it might be an interesting idea to make it so an Aerial Charge can target units on the same altitude and those on lower altitudes. You know, THE BOUNCE and all that. Add in a small bonus for such charges because Gravity is helping you (+1 per altitude difference, perhaps?) and I'd say it's as good as it needs to be.
Roger that, will look into.Interesting. The only thing I have to add is that it might be an interesting idea to make it so an Aerial Charge can target units on the same altitude and those on lower altitudes. You know, THE BOUNCE and all that. Add in a small bonus for such charges because Gravity is helping you (+1 per altitude difference, perhaps?) and I'd say it's as good as it needs to be.
Maybe? said:An Aerial Descending Charge is a specialised Charge variant only available when targeting another unit at a lower Altitude than you. This is mostly executed as a normal Charge (attack bonus on a success)-- however, you gain a physical damage bonus equivalent to the downwards distance traveled, minus your minimum successful charge distance (either 4, or 2+Agi, whichever is higher), and the opponent is treated as Prone for any secondary effects that would benefit you.
I'd accept something like having to drop additional altitudes equal to the number you've already dropped for the charge, as well as possible forced horizontal movement. If Jagdhund drops half a kilometer to axe some questions of a sword kaiju, she's not going to be stopping on a dime. So what that should work out to is A01 being ideal for melee units (only units on A01 and A02 would be able to charge them) but bad for ranged units (since shooting up is harder than shooting down. I mean, Jagdhund can use the Buster rifle from A70 on ground targets, assuming I remembered the range right.)I'd need to come up with a good downside though. Thinking about it forcing both parties to drop an Altitude, or a missed AD Charge to cause you to fall (since there's no way you can come short), or whatnot. Obviously, AD Charges wouldn't work underwater, because fluid support (they'd just be normal charges there).
No, that'd be... A14, shooting directly below her. A70 would imply a range of 175 units. And that's just nonsense.I mean, Jagdhund can use the Buster rifle from A70 on ground targets, assuming I remembered the range right.)
Right, 5 units, not 1. Woops.No, that'd be... A14. A70 would imply a range of 175 units. And that's just nonsense.