Looking at the sheets I can't see the stats for the current attack heli we have. is it the same statline as in other quests or is it something different?
A-KA-77 'Hellhound' Attack Helicopter Squadron
Cost: 500 Resources
- Move up to 10 units a turn.
- Hellfire+ Missile: 1d10 Fire damage. +0 Damage. Range 20/-/-. Hits on 4+. One Shot Only. Cauterises Wounds.
- 'Kaiju-Buster' Super RPG: 1d10 Impact/Fire damage. -3 Damage. Range 5/-/-. Hits on 4+. Four Shots Only. Cauterises Wounds.
There you go.
 
It might be a good idea to invest in better Tanks and Helicopters.. The Hellhound is definitely a step in the right direction, but I find its limited Ammo to be worrying if the engagement drags on. Which isn't that big of a problem most of the time, having our teams shoot five turns in a row isn't very common.
 
[X] Plan "I heard there was a Kaiju and got here as fast as I could"
-[X] Tacit is to run until he is 20 units away from the DP or until within engagement distance with Drac.
-[X] Tanks and AKBs are to follow after Tacit at their best speed.
-[X] Artillery is to stay behind and protect the DP in case Drac makes a run for it.
-[X] Scouts are to keep bravely running away advancing backwards to Tacit's position.
Tacit drops down into a running stance, shooting fuel rods into the reactor to bring it up to speed.

"Alright, tanks and AKBs, you're with us! Arty, stay here and defend!"

With that, the jaeger launches forwards, joints whirring and clanking as a hundred thousand tons of giant robot moves a lot faster than it should be able to towards the kaiju. Behind it, the tanks and hastily re-mounted brigades hurry along, barely making a third of the mech's speed.

Drac's chase continues, the helis still shaking him off slowly. The kaiju's eyes follow the scouts-- until they pass by something very distracting. Drac's arms unfold in an instant, double-jointed limbs slamming into the ground to slow the monster to a halt. All six eyes change target, stuck on the charging foe of pale metal and heat.
Tacit Ronin.

Distances:
Tacit: 35 from DP/A, 11 from Drac, 21 from B/T
Brigade/Tank: 8 from DP/A, 32 from Drac, 21 from Tacit
Scouts: 10 from DP/A, 30 from Drac, 19 from Tacit
Drac: 40 from DP/A, 11 from Tacit, 30 from Scouts, 32 from B/T
DP/Arty: 35 from Tacit, 8 from B/T, 10 from Scouts, 40 from Drac
 
We'd need to roll what to succeed on a charge? An Eight?
Also, can someone tell me what is the formula for the movement speed? We know that Drac was moving at 12u/turn so we can use that to get a rough idea of his Agility stat. or whatever the stat used to calculate running speed is.

Why is this important? If he has a good chance to reach us with a charge I want to make Tacit prepare a reaction to Suplex him. Or to dodge. whatever is more feasible in the end.
 
We'd need to roll what to succeed on a charge? An Eight?
Also, can someone tell me what is the formula for the movement speed? We know that Drac was moving at 12u/turn so we can use that to get a rough idea of his Agility stat. or whatever the stat used to calculate running speed is.

Why is this important? If he has a good chance to reach us with a charge I want to make Tacit prepare a reaction to Suplex him. Or to dodge. whatever is more feasible in the end.
1. Yes. 8 + 3 (Agility) = 11
2. The formula for a Move Action is 3+Agility (x2 if it's a full-round Run action). Charges are
2d5(EDIT)+Agility.
3. The closest you'd get to Suplexing a kaiju is to successfully Parry whatever the kaiju throws at you, Grapple as your Counter-Attack, win said Grapple, and then either Break or Throw the kaiju or something, before Disengaging (if it's not Throw).
Suplexing kaiju is difficult stuff, bro. Dodge/Block is probably better for you.
 
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1. Yes. 8 + 3 (Agility) = 11
2. The formula for a Move Action is 3+Agility (x2 if it's a full-round Run action). Charges are 1d10+Agility.
3. The closest you'd get to Suplexing a kaiju is to successfully Parry whatever the kaiju throws at you, Grapple as your Counter-Attack, win said Grapple, and then either Break or Throw the kaiju or something, before Disengaging (if it's not Throw).
Suplexing kaiju is difficult stuff, bro. Dodge/Block is probably better for you.
2d5+Agi on charges.

So, if the Kaiju was moving at its full speed, it has as much Agi as we do, meaning it also needs an 8 to reach us. Unless it has some sort of charge boosting perk. Chances of it making the charge is 24%. So, we can just sit here and do a focused defense action, which gives us a boost to our defensive reaction, and let him try and charge us. (Unless I'm not remembering the rules on this right and we have to be next to an enemy to do so)

If he makes it, we have a better chance to not take damage. If he fails, we get a free counter-charge on him even if he's closer than normal charge rules allow. And if he doesn't charge at all we bought time for our tanks to get closer.
 
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We need a bigger robot if we wanna suplex kaiju.
I am now conflicted. To make a successor to Wild Ronin, the gunslinging, kaiju Clubbin', Alien Dropkicking Jaeger, or to make Figaro Monk* the Train Kaiju suplexing Jaeger?
*name subject to change.

1. Yes. 8 + 3 (Agility) = 11
2. The formula for a Move Action is 3+Agility (x2 if it's a full-round Run action). Charges are 1d10+Agility.
3. The closest you'd get to Suplexing a kaiju is to successfully Parry whatever the kaiju throws at you, Grapple as your Counter-Attack, win said Grapple, and then either Break or Throw the kaiju or something, before Disengaging (if it's not Throw).

Suplexing kaiju is difficult stuff, bro. Dodge/Block is probably better for you.


Okay, so Drac's Agility score should be 3 just like ours, meaning he has to roll an eight to sucessfully charge. Let's make a Counter-charge reaction then.

[] Tacit Ronin is to prepare a Counter-Charge reaction.
[] Tanks and AKBs catch up to Tacit.
[] Artillery takes a moment to get some coffee.


So, we can just sit here and do a focused defense action, which gives us a boost to our defensive reaction, and let him try and charge us. (Unless I'm not remembering the rules on this right and we have to be next to an enemy to do so)

If he makes it, we have a better chance to not take damage. If he fails, we get a free counter-charge on him even if he's closer than normal charge rules allow. And if he doesn't charge at all we bought time for our tanks to get closer.

Actually that's a better idea.

[X] Tacit Ronin is to prepare to defend himself.
[X] Tanks and AKBs catch up to Tacit.
[X] Artillery takes a moment to get some coffee.
 
[X] Tacit Ronin is to prepare to defend himself.
[X] Tanks and AKBs catch up to Tacit.
[X] Artillery takes a moment to get some coffee.
 
[X] Tacit Ronin is to prepare to defend himself.
[X] Tanks and AKBs catch up to Tacit.
[X] Artillery takes a moment to get some coffee.
 
so silly question do we have a rough idea of what we want to do for development after this battle? even just a few general priorities would be nice.
 
so silly question do we have a rough idea of what we want to do for development after this battle? even just a few general priorities would be nice.
I think the general consensus is to focus on increasing Manufacturing, Research and Population, while research priorities are Tacit's Flame Blades, Attack Helicopters and Stat upgrades for Tacit.

We need Manufacturing because our income is still kinda lackluster, research because we still can't reliably improve our stats and Population because more action per turn are essential.

As for research priorities, those are the projects we've already started so we should sort them out as fast as possible. After them, I guess we can start messing with augments for Tacit and the city, but we still need to discuss what exactly we want out of them.

I, for example, want a Charge augment for Tacit because that's how we close the distance in most of our battles so far. On the other hand, we could research Manufacturing augments to get cheaper conventional units, squeeze out more resources per turn, cheaper construction... we just need to decide what exactly we want.
 
I think Population will be the primary upgrade to focus on after this fight, after we got science and manufacturing last turn.

It is worth noting that if I'm not mistaken, a lot of the extra income from other Jaeger quests did come not from turbo charging Manufacturing, but in fact from killing roaming kaiju. So that may be a thing to look to getting started once we've upped our Population enough to accommodate potential for Tacit to get damaged twice in a week - that is the real thing stopping us going out and getting aggressive more than anything else, our Population stat keeping us severely limited in what we can do from week to week. The fact that we've finally had time to upgrade more then one stat in a turn and do multiple research project should be a pretty good indicator that we're finally making some headway in that regard.

We'll also want to look to finally updating the scanners so 1) we're less worried about getting caught flat footed against invaders and 2) we can, in fact, go Kaiju hunting.

Aside from that, I think Highwind covered it - cauterizing blades for Tacit, improvements to helicopters, and Tacit stat upgrades are the big things at the moment for research. We could possibly add laser targeting systems to that list as well.
 
[X] Tacit Ronin is to prepare to defend himself.
[X] Tanks and AKBs catch up to Tacit.
[X] Artillery takes a moment to get some coffee.
"Hey, guys!" one of the artillery gunners shouts, her voice carrying along the perimeter to both her squadron and others."Looks like Tacit's handling this, so I'm going for coffee. Any of you want anything?"

The reply is a rousing roar of confirmation. The gunner chuckles.

"Well, if all of you want some, I'm gonna need some volunteers to help carry it all!"

[---]

Tacit's foot slams into the ground, hydrazine E-Brakes firing in bursts as the jaeger skids to a halt. Tacit raises an arm, pulling back into a defensive stance with its weight on its hind foot.

The tanks' and brigades' engines snarl, the vehicles cutting closer across the terrain.

Drac rumbles, planting its feet solidly on the ground. For a moment, it doesn't seem clear what it's going to do...

Until the kaiju charges, throwing up another dirt cloud as it reachs out with four arms-

-and promptly trips over its own feet, halfway to its target.

Drac has failed its Charge, and is 5 from Tacit. Countercharging is an appropriate reaction.
Distances:
Tacit: 35 from DP/A/S, 5 from Drac, 17 from B/T
Brigade/Tank: 12 from DP/A/S, 44 from Drac, 17 from Tacit
Drac: 40 from DP/A/S, 5 from Tacit, 24 from Scouts, 22 from B/T
DP/Arty/Scouts: 35 from Tacit, 12 from B/T, 40 from Drac
 
What does it take to pull off a tackle off a charge? (A tackle knocks an enemy prone, right? Or is Drac already prone from the trip?)
He's not Prone, that was just fluff. And I never said he fell-- only tripped.

Your options for a charge/counter charge are:
- standard melee attack (punch, kick, stab, etc.)
- slam (1d10+strength, knocks em Prone on a success)
- grapple (sharp hugs from Tacit)
 
What's the negative modifier on a called shot, again?
With the new system, you can only called shot if you have a Hand-to-Hand/Ranged stat to subtract from, or some special target designator thing for crunchies.

Not sure if I should go with that or the generic -3 penalty.
 
[X] Tacit Counter-Charge
-[X] Stab the Head!
[X] AKBs and Tanks continue forward until they're in range of and have an open firing window on Drac.
 
[X] Tacit Counter-Charge
-[X] Stab the Head!
[X] AKBs and Tanks continue forward until they're in range of and have an open firing window on Drac.
Ok, the new system for Called Shots means we subtract bonus points from our to-hit bonuses, at minimum 1, up to a max of our HtH skill stat, in order to shift the rolled hit location of our attack 1 space closer to the target spot for every point of bonus we subtract.

If you want to stab his head, you need to specify how many points of accuracy you want to drop (min of 1, max of 2). We still roll for hit locations, just shifting the spot we actually hit closer to where we want to hit. Here, if we want a head shot and subtract 2 points of accuracy, we hit the head on a roll of 13-17 instead of needing a 15. Not the best odds when it makes it that much harder to land the hit in the first place.

Personally I consider this a mistake. The odds of us whiffing the attack entirely are rather high when Drac has +3 to Dodge.

[X] Counter-Charge! Then start with the stabbing!
 
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