[X] Parry!
1d10+2 to parry!
2d10+3 to strike like lightning, and a hit location!
Their opponent reeling and open, Tacit attacks! Their arms clamp together, both fangblades shooting out to their full length!
IIRC, this is my best quick summary of what each Jaeger stat doesIt's annoying that I don't actually know what each stat does and its importance relevant to other mechanics.
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
So Jagd's axe attack uses Dex instead of HtH?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.
What's the difference between the two?TGH: Increases Jaeger Structure and Durability, no precise formula for how it works
So Jagd's axe attack uses Dex instead of HtH?
What's the difference between the two?
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
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
RAN: Each point adds +1 to attack rolls with ranged weapons, required 1 point to use Ranged weapons
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,
TGH: Increases Jaeger Structure and Durability, no precise formula for how it works
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 your Jaeger/Kaiju/Thing can take before passing out from damage. If the number of strikes you take is double your structure, the character/unit is completely destroyed.
Durability is how many strikes you can take before you start taking penalties to your stats. If you are 1 strike over your durability, you are at -1 to all of your stats.
Please.If people want, I could compile all that plus data on armor mechanics, weapon ranges, and other 'useful to know' things like that in one post so players unfamiliar with the game system have a quick & dirty list of useful info?
2x 1d10 for PS (hits on 7+ vs prone)[X] Tanks, Heimdal, and Jagdhund fire on Matilda.
-[X] Tanks back up from Matilda and use Powershells.
-[X] Burst fire for Jagdhund's rifle.
[X] If possible, scouts should use Arges on Matilda.
[X] Tacit Ronin does some more slicing and dicing with Rouge.
[X] Navy and attack helicopters move into firing range and be prepared to fire torpedoes if Rouge breaks melee.