Showing posts with label kaiju. Show all posts
Showing posts with label kaiju. Show all posts

Sunday, 1 April 2018

Return To The Pagoda Of Power

As promised I ran the Pagoda of Power game again today, with two monsters against a mech and hero. The giant crab-crature Brutathrax and cyborg giant gorilla Ape-X attacked, with the mech Ronin-X and hero Valiant Monster Fighter defending.


Valiant Monster Fighter flew towards the giant gorilla, who tried a few pot-shots with his giant gun but couldn't penetrate the hero's force-field (the pink counter marks that it's active).


Ronin-X and Brutathrax faced off.


I didn't manage to take that many photos. Ronin-X pushed Brutathrax back, but was savaged by a berserk counter-attack. Ape-X and valiant Monster Fighter also traded blows, with the giant ape coming off far worse.


But, even wounded, the great ape managed to struggle towards the pagoda, and demolished with with a single mighty punch to score a win for the attackers.


If you're interested, here's the stats for everyone involved:

Valiant Monster Fighter (335pts)
Head Q3 C2 Force Field 3, Energy Reflection
Body Q3 C3 Hyperflight
Arms Q2 C3 Martial Arts
Legs Q3 C3

Ronin X (330pts)

Head Q3 C2 Ace Pilot, Armoured Cockpit
Body Q4 C4
Arms Q2 C4 Blade
Legs Q2 C3 Leap, Free Disengage, Difficult Target

Ape-X (335pts)
Head Q3 C2 Fangs, Cunning
Body Q3 C4 Regeneration
Arms Q3 C4 Gun C4L
Legs Q4 C4

Brutathrax (335pts)
Head Q4 C3 Light Armour, Horns
Body Q3 C5 Massive, Heavy Armour
Arms Q3 C3 Claws, Heavy Armour
Legs Q3 C2 Light Armour
Legs Q3 C2 Light Armour

('Cunning' is a new ability; it allows a monster to use reactions like a mecha and tokusatsu hero can, whilst still retaining their berserk capability. Oh yes; we allow tokusatsu heroes to use reactions. It seems sensible since they can't go berserk.)


Saturday, 31 March 2018

The Pagoda of Power

There's this pagoda, see, that has some kind of weird mystical thing going on. The evil Xiliens have mind-controlled Godzilla so that he can destroy the pagoda and release its power.


Only Gamera stands in Godzilla's path.


Gamera jetted into Godzilla's path and unleashed his flame-breath. Godzilla returned fire, but the turtles shell protected him.


Godzilla moved off towards the pagoda, but Gamera intercepted and closed into melee.


A tail sweep from Godzilla hurled Gamera into a forest. Gamera struggled to get back up again, whilst Godzilla closed on the pagoda.


It looked like it was all over, but Godzilla hesitated before the objective (in game terms he blew a complete set of movement activation rolls). This gave Gamera time to close, and the two monsters exchanged more attacks. Both were wounded now.



Godzilla broke free and closed with the pagoda, ready to attack it.


Gamera sidestepped and hurled himself bodily into the big lizard ...


... knocking into some rubble.


This time it was Godzilla who struggled to right himself, but he soon resumed his attack on the pagoda, slamming into Gamera and knocking the turtle flat.


Gamera had used his shell to protect himself, and this cost him some actions, but he made one last attempt to stop Godzilla.


But he was too weakened, and Godzilla evaded him again, and destroyed the pagoda.


Both monsters were gambling against wound dice by the end, but Godzilla was lucky enough not to suffer any serious effects  from failures, whereas Gamera suffered a critical knockdown as well as the loss of a couple of key attacks.

I tried a change to the Shell special ability for this game. In Thursday's game we found it to be quite powerful, so I ruled that each time it was used successfully, Gamera had to lose an action from future activations to 'recover' (similar to one of the mecha damage effects in Samurai Robots Battle Royale). Use it too much, and a whole turn could be lost recovering. It seemed to slow down the turtle just a little, and force a decision as to whether to use the ability a couple of times.

I might try this scenario again with a couple of attackers and defenders

Saturday, 29 July 2017

Where Would You Rather Die? Here? Or In A Jaeger?

Having now printed and painted the five key jaegers from Pacific Rim, I thought I'd post my Mighty Monsters stats for them, for comment, criticism, or simple adoration. Each one is built to roughly the same cost - roughly 320-330pts. Obviously this means that I have had to simplify a few things and make compromises. But each one has been designed with what I hope is its own distinctive style.

General Notes

The jaegers are mostly designed using Samurai Robots Battle Royale, but I have included a couple of bits and pieces which are exclusive to Mighty Monsters as well. I used the Pacific Rim Wiki as my main source of information. This draws on the film, as well as the novelisation, graphic novels and some production notes. I'm not sure how canonical some of the information is, but it all helped to flesh out the designs. 

Strictly jaegers are designed to operate with two (or in one case, three) pilots, with a neural link, and a cheap design would reflect this by simply classing the crew as one pilot. However the film does feature single crew-members piloting the jaegers in an emergency, so I went with the multiple pilots option. The neural net option does add an element of uncertainty.

All of the jaegers have the amphibious trait because they are unaffected when wading out to sea or when operating on the sea-bed.

 Gipsy Danger (330 points)




Head - Q3 C2 - Two Heroic Neural-Net Pilots
Body - Q3 C4 - Spikes (One Use)
Arms - Q3 C3 - Blade, Elbow Thruster x1, Plasma Gun C4S
Legs - Q3 C3 - Amphibious

I made Gipsy Danger a simple all-rounder, as befits the star of the film. It's not brilliant at anything, but with the Heroic pilots should be capable of taking on a range of opponents. The ‘Spikes’ are vented coolant. 'Single use' isn't an option for this ability, but I simply halved the cost. Its use should be declared when a grapple attack is made. 


Crimson Typhoon (330 points)




Head - Q3 C2 - Three Neural-Net Pilots
Body - Q3 C4
Arms - Q2 C4 - Twin Blades, Plasma Cannon C4S
Legs - Q3 C3 - Amphibious, Free Disengage

Crimson Typhoon is my favourite design. I tried very hard to fit it with two sets of arms, but 330pts wasn't enough to do them justice. Instead I gave the one set it has a good Quality and high Combat factor; it should generally be able to get three Arm actions each turn and make them count. The Free Disengage represents its agility in close combat. And close combat is really this jaeger's forte.

Striker Eureka (325pts)




Head - Q3 C2 - Two Neural-Net Pilots
Body - Q3 C4 - Missiles C4L
Arms - Q2 C3 - Blades, Elbow Thruster, Martial Arts
Legs - Q3 C3 - Amphibious

The Australian jaeger is described as a 'brawler', so I gave it the Martial Arts ability that is normally reserved for Tokusatsu Heroes in Mighty Monsters. Otherwise its special feature is the rack of missiles in its chest. Like Gipsy Danger, this jaeger is an all-rounder.

Cherno Alpha (330pts)




Head - Q3 C3 - Heavy Armour, Armoured Cockpit, Two Neural-Net Pilots
Body - Q3 C4 - Light  Armour, Massive
Arms - Q3 C4 - Light Armour, Elbow Thrusters x3
Legs - Q3 C3 - Short Move, Amphibious

Cherno Alpha is pretty much lifted from one of the sample mechs in 'Samurai Robots Battle Royale', with a few adjustments and additions. According to the background fluff for the film, this jaeger does have some kind of short-ranged attack - incinerators mounted on the cooling tower 'helmet'. I didn't have the points for them, so have skipped them. This makes Cherno Alpha the only jaeger design equipped solely for close combat.

Coyote Tango (327pts)




Head - Q3 C2 - Two Neural-Net Pilots
Body - Q3 C3 - Twin-Linked Mortars, C4L with Unlimited Missiles
Arms - Q3 C3 - One-Shot Shooter C3S (Plasma Cannon)
Legs - Q2 C3 - Amphibious

Where Cherno Alpha is equipped entirely for close combat, Coyote Tango is built for ranged combat. It is described as having less armour than other jaegers, sacrificing defence for speed. Rather than increase its move to Long, I increased the quality of its legs, so that it gets more opportunities to make multiple moves and stay at a distance from its opponents whilst attacking them with the massive firepower offered by its big guns. As an early model jaeger, the plasma cannon in the arm was experimental, so I have assumed it has a long recharge time (or is simply unreliable) and given it a single shot.

I have tried three of these designs in combat. Gipsy Danger performs well, as befits an all-rounder. Cherno Alpha suffered badly against a kaiju with a ranged combat capability; it was too slow to close quickly, and the kaiju was using an attack that ignored the armour. Crimson Typhoon works very well, but needs a understanding of how to best make use of multiple actions within one activation. I have yet to try Coyote Tango or Striker Eureka; they will feature in my next game, I hope. 

Thursday, 27 July 2017

Cherno Alpha and Striker Eureka

I've printed two more Pacific Rim jaegers and here they are. Firstly the big old Russian jaeger, Cherno Alpha.




Representing Australia is Striker Eureka.


I tried this model at a lower print resolution. This meant that it printed faster, and more reliably, but at a cost in terms of detail and finish. I might redo it at a higher resolution sometime, but really I'm still exploring the best settings for different types of models; there's quite a knack to it.



Here's the collection so far. There's one more in the set to print and paint: Coyote Tango.


Wednesday, 26 July 2017

Defending The Pacific Rim

Today Your City Will Be Attacked By Two Kaiju - Mogul And Clawhook


Your Defenders Will Be Cherno Alpha And Crimson Typhoon.

Have A Nice Day.


I set up another game of Mighty Monsters this evening, with the terrain consisting of an area of coastline with a city on it. The kaiju would approach from the water, looking to cause mayhem, whilst two jaegers would defend the city. I'll post the stats for everything below.

Clawhook advanced quickly, and Crimson Typhoon moved to intercept.

(According to the Pacific Rim Wiki, 'Clawhook' is canon, since it's mentioned in the novelisation. It's not described, so I used this model; a dollar-shop special.)


The weird worm/mantis hybrid codenamed 'Mogul' moved towards the island in the harbour. Cherno Alpha pondered which way to go.


Battle is joined! Crimson Typhoon charged Clawhook, wielding a ship as a club. Clawhook retaliated with its claws. Obviously.


Meanwhile Mogul and Cherno Alpha approached each other slowly. Both are slow movers, and both also tended to be left out each turn because of activation failures in the fight between Crimson Typhoon and Clawhook.


Clawhook was driven back.


Mogul demolished a building.


Clawhook went back into the attack, grappling Crimson Typhoon ...


... and downing the jaeger.


Mogul fired its acid spit at Cherno Alpha, temporarily blinding its sensors.


Crimson Typhoon soon found its feet and attacked back. This was a long slog involving grappling and claws.


Cherno Alpha finally managed to get its act together and charged into the attack. And managed to achieve nothing.


Crimson Typhoon and Clawhook slashed away at each other.


Pushed back by Cherno Alpha's charge, Mogul spat again ...


... and scored a telling blow, disabling the jaeger's legs, and stunning both of the pilots. Before Cherno Alpha could recover, Mogul spat again, and another telling shot completely disabled the mech. The crew survived.


Mogul moved on the city, unopposed.



Crimson Typhoon now had a difficult task on its three hands, with two kaiju to take down. Clawhook attacked again, but the wounds it had taken were beginning to tell.


An unlucky series of rolls saw the kaiju knocked out.


Crimson Typhoon moved quickly to block Mogul's progress.


Mogul grappled the damaged jaeger ...


... then brought it down, before delivering a savage bite to its control module, killing two of the three pilots, and destroying the jaeger.


The city is DOOMED.


Here are the designs I used - all are roughly around 320-330 points.

Crimson Typhoon (325 points)


Head     Q3 C2    Three Neural-Net Pilots
Body      Q3 C4
Arms     Q2 C4    Twin Blades, Plasma Cannon C4S
Legs       Q3 C3    Amphibious, Free Disengage

Cherno Alpha (330pts)

Head     Q3 C3    Heavy Armour, Armoured Cockpit, Two Neural-Net Pilots
Body      Q3 C4    Light  Armour, Massive
Arms     Q3 C4    Light Armour, Elbow Thrusters x3
Legs       Q3 C3    Short Move, Amphibious

Mogul (325pts)


Head     Q4 C3    Fangs, Acid Spit C5S
Body      Q3 C4    Spikes, Very Tough
Arms     Q3 C3    Heavy Armour, Claws
Legs       Q3 C2    Amphibious, Short Move

Clawhook (330pts)

Head     Q3 C4    Fangs
Body      Q3 C4    Charge, Tough
Arms     Q3 C3    Claws
Legs       Q3 C3    Amphibious
Tail       Q4 C3    

Both kaiju seemed OK as designs, with enough options to make them dangerous. Mogul's acid-spit was very effective, but has that risky one in six chance of being lost each time it's used.

The jaegers I am less sure about. Cherno Alpha didn't really get into the fight, so I'm not sure that it got the test it deserved, but Crimson Typhoon didn't really live up to expectations. In the film it's fast and agile with lots of blade attacks, but I didn't get the right vibe with this version. True I'm limiting myself in terms of points, but I think a redesign is in order; maybe an extra set of arms would make it more effective, at the cost of one of the other traits. This would allow it to either make multiple blade attacks each turn, or grapple and slash. However the other possibility is, I'll admit, that I just used it badly. That Q2 C4 on the arms does allow for a good powerful attack each turn, but it also ensures two or three actions with decent odds, so maybe more combination moves are in order.

You can find Mogul HERE

You can find the jaegers HERE
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