Roll 1d6+stat when success isn't guaranteed, but still possible
1 or less: failure
2-5: partial success
6 or more: success
Rolling a 1 or a 6 on the die gets that result anyway
Depending on the situation, you might just succeed or fail
Go with whatever makes sense, rather than what the rules say
Roll +aim to try hit something far away, to hit an exact point, or when hitting a barn-sized kaiju is questionable
1- : Whiff
2-5: Close enough
6+ : Bullseye!
Roll +reliable when acting under non-optimal circumstances or repairing
1- : What's that burning smell?
2-5: Normal wear-and-tear
6+ : Smooth sailing
Roll +speed to act before something happens
1- : No chance
2-5: Almost too late
6+ : Just in time
Roll +ammo to see if you need to reload (might be bullets, missiles, fuel, recharging)
1- : *click-click-click*
2-5: One more shot
6+ : Plenty of juice
Roll +defence when you get hit somewhere. Take -1 to the roll per Category (see below)
1- : *crunch*
2-5: It can be fixed...
6+ : You're fine
Roll +cost when you repair or resupply (this stat is backwards)
1- : You're good for it
2-5: It's on your tab
6+ : Time to pay up
Deal 1d6+damage when you attack a kaiju's Weak Point
Otherwise, deal 1 damage
Using a weapon in an advantagous way deals 1+damage, or sometimes 1d6+damage
The Weak Point of a kaiju is usually exposed just after they use their Special Ability
Deal +[element] (fire, electric, acid, poison) instead of +damage when you attack a kaiju that is weak to that element.
Here are a few things to kill
Category sizes:
- Bus
- Building
- City Block
- Small City
- Cloud-scraping
Gallery