(6)
(4)

Tacit swings a hand, slapping the kaiju on the snout! Struck in a rather sensitive spot, Rouge yowls and twists, exposing itself for an attack!

Counter!
[ ] Punch!
[ ] Kick!
[ ] Slam!
[ ] Grapple!
[ ] Stab!
-[ ] Lightning Strike!
 
[x]Finishing move! Giga Drill Breaker Lightning Strike!
Their opponent reeling and open, Tacit attacks! Their arms clamp together, both fangblades shooting out to their full length!

(4)
(15)

Rouge takes 5 Strikes! +3 Ongoing! -3 HtH! -3 Dex! R. Shoulder armour destroyed!
3 Strikes from Ongoing! Rouge is losing stamina!


The kaiju's arm is ripped almost full off, luminous blue clinging to the red hide, illuminating the monster's body against the black waters.

- Rouge is melee with TR, 18 from navy/af
- Matilda is 9 from tanks, 14 from JH/Heimdal.
 
Rinse and repeat.

[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.
 
[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.
 
It's annoying that I don't actually know what each stat does and its importance relevant to other mechanics.
 
It's annoying that I don't actually know what each stat does and its importance relevant to other mechanics.
IIRC, this is my best quick summary of what each Jaeger stat does

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.
 
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
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.
So Jagd's axe attack uses Dex instead of HtH?
TGH: Increases Jaeger Structure and Durability, no precise formula for how it works
What's the difference between the two?
 
So Jagd's axe attack uses Dex instead of HtH?

What's the difference between the two?

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.
 
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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.

I feel like these things should probably be posted along with the other important information about this quest.
 
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?
 
[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.
2x 1d10 for PS (hits on 7+ vs prone)
1d10 for elite PS (hits on 6+ vs prone)
2x 1d10+3 for burst fire (hits on 7+ vs prone)
1d10+2 for rrrrrrrrrrails (hits on 7+ vs prone)

2x 1d10+4 to tear this dude up

hit locs for all of the above.

You never specified 'scouts stay on beach', so they're where they always are: with your air force.

Also, quick vote for perk stuff:
[ ] Hit that much harder! Raw un-contained power!!
[ ] Demoralize your foes! What point is there in defending yourself?!
[ ] Strengthen your allies! Reap the sweet rewards of justice!!
 
[X] Strengthen your allies! Reap the sweet rewards of justice!!

Oops, hang on...

*sigh* meh... Sadness

2x 1d10 for PS (hits on 7+ vs prone)
1d10 for elite PS (hits on 6+ vs prone)
Ψυχή threw 1 6-faced dice. Reason: 2x 1d10 for PS (hits on 7+ vs Total: 2
2 2
Ψυχή threw 2 10-faced dice. Reason: 2x 1d10 Total: 3
2 2 1 1
Ψυχή threw 1 10-faced dice. Reason: Do better elites Total: 7
7 7
Ψυχή threw 6 10-faced dice. Reason: 3 sets of hitlocs Total: 37
8 8 6 6 7 7 4 4 6 6 6 6
 
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