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I am sorry a "Battle Mech" that has a defense lower than common
infantry is Capture and VOLT bait. It does not matter how fast you can run when the Scorcher's only need a 9 to capture unassisted in the front arc. Any Balac only needs a 7, and a Donnar a 6. If anyone use's these mech's againt me I am going to only use 2 D6's, and for those of you that know me DFA!
Again i bring up the fact that we have not seen the rules for this set, which sound like they favore hand to hand greatly.
And to blackknight, a hammer is a very decent offensive weapon, even if not spiked. A straight up hammer if propperly swong had the ability to break bones and leave massive bruises, and armor was no protection cause the damage was caused by the impact which only heavy padding could reduce.
On a mech a similar thing would occure. The armor would maybe chip a bit but the main damage would be to the internal structure and circutry such as weapons systems.
yep warflail/marauduer ...
my thoughts exactly O_o
its like:
1.- give back your arnis and pay another ~40 points
2.- get 2 mechs with an added charge-potential of 8 damage --and-- a second chance for the die roll. if the first doesnt hit, the second might do. like arnis with a charge-targeting system which adds a -1 damage penalty.
This little guy can charge a long ways for a fair amount of damage but say if somone decided to charge a DF ForestryMech MOD with the SS model (which can pull the most damage).
You hit for a maximum of five damage, this leaves the ForestryMech MOD with a 6 attack and a three damage melee, the SS Mjolnir even if it hasn't shutdown has a 15 defence, the ForestryMech needs a nine to hit, if the little guy is shutdown you might as well assume he's going to get nailed. This leaves him with a 13 defence, which a drunken, blindfolded clown on a unicycle could hit.
If they had a higher defence they could be really scary but with 16-18 defence even a few peasants could capture one with no problems.
I'd of thought that since SS mechs run hotter than their counterparts, the TSMs ought to give them bonuses early on in the heat dial, perhaps even on green. What's up wit dat??
the SS mech packs TSM that's why. Look down it's dial, it gets faster, and hits harder in cc. It ramps up to a 5dmg, 10 attack, 28" charge. Sure you'll shut down, but then that means you can blast the hell out of what ever you just opened up on.
I have to admit, I thought TSM would have been "mechanicked" a little differently, with green being zeroed and plusses further down the heat dial. I'm using the SS one for an example of a concept I might be wrong about, but tell me if this makes sense... The mech ends up being cheaper with some negatives and bonuses on the heat dial sort of cancelling out rather than a lower damage value and only plusses on the heat dial. In other words, would it be more expensive if the damage started with a value of 1 and the heat dial had no negatives on it and only plusses? I know that nobody can tell me for sure here, since those that DO know exactly how point calculations work seem to not be able to share, but it makes sense to me.