anyway.



thread: 2007-12-13 : Mechaton rules questions?

On 2008-07-10, Vincent wrote:

You'll need a dedicated weapon per d8.

This isn't in the rules, but if you really really really need to split-range that third weapon, it should give an additional d6 at each range. So with three weapons you can have 3d6 at direct and 3d6 at artillery.

That's balanced, the math works out. However, since it's not by the book, if anybody you're playing with doesn't like it, don't do it.

Hey, want some tactical advice to go with the rules answer? Overloading a range - that's what taking a second weapon at the same range is called - is a serious investment. Since a mech gets only one attack at a time, overloading two ranges is a pretty sure losing investment. Every turn, half of your attachments will be sitting idle.

Tactically, the game's won by making smart commitments and following through on them effectively. Overloading two ranges bespeaks a) hoping you won't have to make a commitment, then b) when you do make one, following through on it only half-effectively.

Doubly overloaded mechs look cool, all guns all the time, but I LOVE to fight them. They make my life lots easier.



 

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