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Maul Wielding mech
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Fang
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PostPosted: 14-Feb-2007 13:55    Post subject: Maul Wielding mech Reply to topic Reply with quote

I have dubbed it Monstro. Still a work in progress.
100 tons
4(6)/6 movement with XL engine and Masc
19 tons standard armor
13 double heatsinks
Ranged Weapons are
1 Large Laser in the left torso
MASC is in the left torso
1 Large laser in the right torso
4 medium lasers in the rigth torso
2 reaer mounted medium lasers in the center
1 Head mounted small laser.
Right arm is equipped with 13 ton Maul, taking up 7 critical spots

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Fang
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PostPosted: 14-Feb-2007 14:05    Post subject: RE: Maul Wielding mech Reply to topic Reply with quote

Maul stats are here
http://www.mordel.net/barandgrill/viewtopic.php?topic=8024&forum=3&post=83506
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Sleeping Dragon
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PostPosted: 15-Feb-2007 02:32    Post subject: RE: Maul Wielding mech Reply to topic Reply with quote

MASC? This reminds me of the Berserker... I would rather install "standard" Triple Strength Myomer. There are many lasers which may keep the heat at 9.

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Fang
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PostPosted: 15-Feb-2007 09:09    Post subject: RE: Maul Wielding mech Reply to topic Reply with quote

I was flip flopping between masc and TSM. Both would work well, but the TSM would provide a bonus to physical damage when overheating, correct? And does TSM effect movement? I chose the MASC to allow the mech to close a little easier.
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Rudel Gurken
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PostPosted: 16-Feb-2007 02:13    Post subject: Reply to topic Reply with quote

At 9 heat TSM gives a +1 at walking (recalculate running as usual) and ignores the -1 MP at 5 heat ("old" rules)!

At 9 heat TSM gives a +2 at walking (recalculate running as usual) with any other heat related MP reduction still counting: (Total Warfare rules)!
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Mordel
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PostPosted: 16-Feb-2007 08:58    Post subject: Reply to topic Reply with quote

Rudel Gurken wrote:
At 9 heat TSM gives a +1 at walking (recalculate running as usual) and ignores the -1 MP at 5 heat ("old" rules)!

At 9 heat TSM gives a +2 at walking (recalculate running as usual) with any other heat related MP reduction still counting: (Total Warfare rules)!


Which is the exact same thing, just written differently. I do like the new wording though. It is much more clear as to what is actually supposed to happen.
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Fang
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PostPosted: 16-Feb-2007 11:16    Post subject: Reply to topic Reply with quote

Wouldn't TSM give a bonus to physical attacks when activated as well?
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Mordel
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PostPosted: 16-Feb-2007 11:56    Post subject: Reply to topic Reply with quote

Fang wrote:
Wouldn't TSM give a bonus to physical attacks when activated as well?


Yes, from TW Pg. 143:

"Double the damage for punch, kick and club attacks, as well as some physical weapon attacks (see p. 146)."

p. 146 lists the following as being effected by TSM:

- Backhoe
- Hatchet
- Retractable Blade
- Sword[/list][/code]
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Fang
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PostPosted: 16-Feb-2007 13:39    Post subject: Reply to topic Reply with quote

I would think the Maul would fall under similar rules as the club, in which case I would say TSM damage bonus would apply to the mech maul as well. I might make a version utilizing TSM as well, and see which one performs better
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Rudel Gurken
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PostPosted: 16-Feb-2007 13:47    Post subject: Reply to topic Reply with quote

Mordel wrote:
Rudel Gurken wrote:
At 9 heat TSM gives a +1 at walking (recalculate running as usual) and ignores the -1 MP at 5 heat ("old" rules)!

At 9 heat TSM gives a +2 at walking (recalculate running as usual) with any other heat related MP reduction still counting: (Total Warfare rules)!


Which is the exact same thing, just written differently. I do like the new wording though. It is much more clear as to what is actually supposed to happen.


Not exactly : BMR (not revised i've to admit; Maybe it changed later!) calls for ignoring the -1 MP at 5 heat but all other MP mali at higher heat levels count full.
At page 134 there is a table that shows the following: At 10 heat you'll get your +1 for activated TSM but also the full -2 MP for 10 heat for a net result of -1!
The TW -Rules call for a +2 for act. TSM and a -2 for 10 heat for a result of 0!

(Sorry for being a Mr.-know-it-all here but i couldn't resist!! Wink )
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Fang
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PostPosted: 16-Feb-2007 14:15    Post subject: Reply to topic Reply with quote

New location for Mech Maul stats should be here
www.mordel.net/barandgrill.php?redirect=viewtopic&t=8024
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PostPosted: 16-Feb-2007 16:15    Post subject: Reply to topic Reply with quote

Rudel Gurken wrote:

Not exactly : BMR (not revised i've to admit; Maybe it changed later!) calls for ignoring the -1 MP at 5 heat but all other MP mali at higher heat levels count full.
At page 134 there is a table that shows the following: At 10 heat you'll get your +1 for activated TSM but also the full -2 MP for 10 heat for a net result of -1!
The TW -Rules call for a +2 for act. TSM and a -2 for 10 heat for a result of 0!

(Sorry for being a Mr.-know-it-all here but i couldn't resist!! Wink )


And herein lies the problem. The BMR doesn't word it as you say. It says "...(but apply all other heat modifiers to movement)..." Knowing how the heat scale works, effects on heat are cumulative. So that -2 becomes -1 if the first -1 is ignored. It was the way it was intended to be played, and the way I and others have always played it.

With that said, I easily see where the confusion comes in and how people played it differently. Which is the reason they revised the wording with TW. However, I do want to stress that I have played TSM the "right" way from the beginning. So I must have interpreted the rule the way they had hoped. Damn ambiguity.
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Rudel Gurken
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PostPosted: 17-Feb-2007 09:09    Post subject: Reply to topic Reply with quote

Mordel wrote:

And herein lies the problem. The BMR doesn't word it as you say. It says "...(but apply all other heat modifiers to movement)..." Knowing how the heat scale works, effects on heat are cumulative. So that -2 becomes -1 if the first -1 is ignored. It was the way it was intended to be played, and the way I and others have always played it.

But on the same page (134) a table is shown, that contradicts this :
Code:

TSM Movement Modifiers:
Heat Level          MP Mod
0 - 4                   0
5 - 8                  -1
9                      +1
10 - 14                -1
15 - 19                -2
etc

Mordel wrote:

With that said, I easily see where the confusion comes in and how people played it differently. Which is the reason they revised the wording with TW. However, I do want to stress that I have played TSM the "right" way from the beginning. So I must have interpreted the rule the way they had hoped. Damn ambiguity.

We seldom have played with TSM but as soon as TSM had been introduced we wondered about that strange calculation and the new clarification has a lot more logic behind it!

EDIT: Table coded
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Fang
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PostPosted: 20-Feb-2007 14:24    Post subject: Reply to topic Reply with quote

Mech has been renamed Iron Giant. I will repost with armor allocation and other stats, and maybe some fluff as soon as I can. I kinda like it, though it is highly specialized, and has no real purpose outside of an arena environment. I am leaving it as is with the MASC for now, though I am sure the fluff will indicate a TSM variant.
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