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  • File :1244043343.png-(430 KB, 384x474, Armored_Core_for_Answer_cover_art.png)
    430 KB Armored Core: for Answer Anonymous 06/03/09(Wed)11:35 No.4754817  
    New thread anyone?

    Currently discussing building NEXTs using Mekton rules. So far we've got one build >>4754021 which has yet to be assessed.

    Just checking to see if anyone's still interested.
    >> Anonymous 06/03/09(Wed)12:03 No.4754978
    Reposting the LANCEL build for when the old thread dies.

    Type-LANCEL NEXT

    Torso: Striker (6CP)
    -> 4K, 10H

    Arms: Striker (2x6CP)
    -> 3K, 5H+Hands

    Legs: Striker (2x4CP)
    -> 3K, 6H

    Head: Striker(3CP)
    -> 3K, 3H

    Armour: Striker, Alpha-Grade (3SP, DC2)
    -> 22.5CP

    Primal Armour: Superlight Reactive Shield (3H Torso) (5SP, 2-Turn recharge)
    -> 9CP

    Cost of Core: 61.5CP
    Mass of Core: 18.5t

    Weapons:

    2x 051ANNR Rifle (Hand-held)
    Damage: 4
    Range: 12
    Cost/Size: 2x6CP, 2x6H
    Carries 24 Tracer shots (2x4.3CP)

    2x DEARBORN03 Missile (Shoulders, 2H/2CP Weapon Mount)
    Damage: 3x6
    Shots: 6
    Range: 10
    Cost/Size: 2x14CP, External Mount

    2x Linked NEMAHA01 Relation Missile (2x Back Torso Mount, 4H/4CP) (8CP Links)
    Damage: 3x4
    Shots: 6
    Range: 10
    Cost/Size: 2x16CP, External Mount

    Cost of Weapons: 80.6CP
    Mass of Weapons: 7t

    Systems:

    Standard Single-seat Cockpit (1H Torso)
    Sensors: Striker (1H Head, 2CP), Backup (1H Torso)
    Level 1 ECM (All Kinds) (1H Torso, 4CP)

    Flight System:
    Skim Speed 8 (Gravitic Drive) - 11.5CP/4H Legs split 2:2
    Fly Speed 10 (Jump Jets) - 8CP/8H Legs split 4:4

    Generator:

    ARGYROS/G (+2MA/MV) - 0.3x Cost

    Cost of Systems: 25.5CP

    Total Cost: 167.6CP
    Total Mass: 22.5t
    Speed: Land 7/Skim 10/Fly 12
    Reflex Mod: -0
    >> Anonymous 06/03/09(Wed)12:19 No.4755068
    >>4754978
    A variant on it with some different parts...

    Type-LANCEL NEXT

    Torso: Striker (6CP)
    -> 4K, 10H
    Arms: Striker (2x6CP)
    -> 3K, 6H
    Legs: Striker (2x4CP)
    -> 3K, 6H
    Head: Striker(3CP)
    -> 3K, 3H
    Armour: Striker, Alpha-Grade (3SP, DC2)
    -> 22.5CP
    Primal Armour: Superlight Reactive Shield (3H Torso) (5SP, 2-Turn recharge)
    -> 9CP

    Cost of Core: 61.5CP
    Mass of Core: 18.5t

    Weapons:
    2x EKLAKH-Arm Machine Gun (3CP Link)
    Damage: 2x2
    Range:6
    Burst: 4
    Cost/Size: 2x9CP, 6H
    Carries 24 shots of AP ammo (6x2CP)

    1x ZINC Missile (Shoulders, 2H/2CP Weapon Mount)
    Damage: 20
    Shots: 3
    Range: 16
    Cost/Size: 8CP, External Mount

    1x 061ANR Radar Pod
    2SP Added Armour (Left Arm)
    6 Spaces Added (Left Arm)
    Cost/Size: 9CP, External Mount

    2x Linked 09-FLICKER Flash Rocket (3CP Link, 4H/4CP Weapon Mount)
    Effectiveness: 5 (Flare)
    Shots: 5
    Range: 8
    Cost/Size: 2x6.25CP, External Mount

    Cost of Weapons: 59.5CP
    Mass of Weapons: 12.5t

    Systems:

    Standard Single-seat Cockpit (1H Torso)
    Sensors: Striker (1H Head, 2CP), Backup (1H Torso)
    Level 1 ECM (All Kinds) (1H Torso, 4CP)
    Spotting Radar (5H Radar Pod, 10CP)
    Radar Analyser (1H Radar Pod, 5CP)

    Flight System:
    Skim Speed 6 (Gravitic Drive) - 11.5CP/4H Legs split 2:2
    Fly Speed 7 (Jump Jets) - 8CP/8H Legs split 4:4

    Generator:
    ARGYROS/G (+2MA/MV) - 0.3x Cost

    Cost of Systems: 40.5CP

    Total Cost: 161.5CP
    Total Mass: 31t
    Speed: Land 7/Skim 8/Fly 9
    Reflex Mod: -1
    >> Anonymous 06/03/09(Wed)12:50 No.4755311
    I just ran a test using the Mekton Lite rules I homebrewed for mass combat to see how those NEXTs fared against three original units about equivalent to NORMALS or medium Battlemechs.

    Both sides had +5 on dice rolls (average stats)

    The NEXTs closed the distance between the two sides in two turns, and opened fire with their rifles and relation missiles. The first Lynx scored an armour-ignoring hit on an enemy mech and damaged its leg with his rifle. In return, a pair of long-range missiles tore his leg off, but his Primal Armor stopped the second from destroying his Overed Booster. However, his Back Booster was critically damaged and he lost flight capability.

    The second Lynx moved up and fired his back missiles and relation missiles, annihilating the artillery mech which had damaged his wingman.

    NEXTs are pretty much as they should be - fairly hardy but capable of falling once their Primal Armor is down, and capable of chewing through slow ground-type enemies.
    >> Anonymous 06/03/09(Wed)12:50 No.4755316
    >161.5CP

    What exactly is CP?
    >> Anonymous 06/03/09(Wed)12:52 No.4755324
    >>4755311
    The way I saw it, they're supposed to be faster, more agile, and pack a bigger punch. That's an average NEXT, though. Then you've got the tank-types and so on.
    >> The Scribbler 06/03/09(Wed)12:52 No.4755326
         File :1244047933.jpg-(259 KB, 815x625, arms fort.jpg)
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    >Armored Core
    >Mekton

    FUCKING YES!

    NOW WE NEED ARMS FORTS!
    >> Anonymous 06/03/09(Wed)12:52 No.4755332
    >>4755316
    Oh you.
    >> Anonymous 06/03/09(Wed)12:54 No.4755351
    >>4755311
    It's interesting to see how different parts affect different abilities. With a system that allows for specific parts to be destroyed, you've got a fairly interesting dynamic going.

    Just for example:
    Without an OB, you can't use your Assault Armor.
    Without a Main Booster, you can't fly.
    Without a full compliment, you can't Quick Boost.
    Without legs, you have to hover.
    Without boosters, you have to walk.
    Without an arm, you can't use a gun.
    >> Anonymous 06/03/09(Wed)12:55 No.4755356
    >>4755326
    Am I reading this right? Motherwill is 600m tall?

    Holy fuck.
    >> Anonymous 06/03/09(Wed)12:55 No.4755357
    >>4755316
    "Construction Points," the point cost system for Mekton Zeta+.

    >>4755324
    To compare, the "Northwoods" (NORMAL-alikes) had a land speed of 5 hexes and no flight or skim speeds. Their weapons were heavier but less accurate.

    The NEXTs could cover twice as much ground in a turn, and lay down a lot more missile fire a lot more accurately.
    >> The Scribbler 06/03/09(Wed)12:56 No.4755362
    I need to read these, I downloaded the rule books a few days back but never got around to reading them.

    Because i would play the shit out of this all the time
    >> Anonymous 06/03/09(Wed)12:58 No.4755375
    >>4755351
    I wasn't able to make it like that, but the way it ended up was the PA is in the Torso, and the rest of the boosters had to be put in the legs.

    So losing a leg slows you down a lot, both overland and in skimming/flying (because balance is off and half the boosters are destroyed)

    Criticals can take out just the specific boosters needed for a kind of movement, as can called shots.

    Just realised that there's currently no Quick Boost/proper Overed Boost but that's something that will probably need houseruling (perhaps have a rule that if you don't shoot you can take two move actions in a straight line)
    >> Anonymous 06/03/09(Wed)13:00 No.4755391
    >>4755375
    OB would be difficult to implement given that it drains energy AND depletes your PA to use.

    But really the Main is the one that lets you fly. None of the others can give you vertical thrust. In fact, the Back and Side boosters can do just fine skimming and QBing without the Main, they just can't lift you off the ground.
    >> Anonymous 06/03/09(Wed)13:05 No.4755422
    >>4755391
    It's more a case of "oh shit I need a reactor and a cockpit and a PA generator and back weapons in this torso and I can't miniaturise them any more"

    So the flight system is in the legs for mechanical reasons.
    >> The Scribbler 06/03/09(Wed)13:06 No.4755432
    >>4755422
    At least we don't need radiators any more.
    >> Anonymous 06/03/09(Wed)13:07 No.4755437
    >>4755422
    The reactor IS the PA generator. You know how it lists Energy production and KP production? The KP (Kojima Particles or Power or some shit hint hint) is what creates your Primal Armor.
    >> Anonymous 06/03/09(Wed)13:08 No.4755454
    >>4755437
    I know that, I'm talking about how it works in Mekton.

    You have to buy shields, and even the cheapest one takes up over half the space in your torso. Back weapons and the cockpit take up the rest.
    >> Anonymous 06/03/09(Wed)13:09 No.4755461
    >>4755454
    Clearly, the system needs a bit of kitbashing to make NEXTs work properly.
    >> Anonymous 06/03/09(Wed)13:13 No.4755486
         File :1244049200.jpg-(70 KB, 500x300, generator_card.jpg)
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    Hey look at me! I'm an independent rpg writer trying to be viral with his Armored Core/Front Mission knock off tabletop game which isn't even finished yet!

    Actually I just can't stand Mekton's overly complex method of mech creation. So I'm making my own game with quicker, easier, but necessarily more limited mech creation. Pick parts off a list, add up your weight, add up your energy drain, and off you go.
    >> Anonymous 06/03/09(Wed)13:15 No.4755494
    >>4755486
    That's....nice.

    Got any pictures of May Greenfield's titties?
    >> Anonymous 06/03/09(Wed)13:20 No.4755515
    >>4755461
    Solved the problem in my head.

    Move the flight system into the torso and miniaturise it and the PA to 1 space each (slight bending of the rules which say you can't miniaturise flight systems but fuck it)

    Brings point costs up but who cares. Also frees up more space for side/back boosters and QB.

    And so here's the fixed version (also with points cost correctly calculated)

    Type-LANCEL NEXT
    Torso: Striker (6CP)
    -> 4K, 10H
    Arms: Striker (2x6CP)
    -> 3K, 5H+Hands
    Legs: Striker (2x4CP)
    -> 3K, 6H
    Head: Striker(3CP)
    -> 3K, 3H
    Armour: Striker, Alpha-Grade (3SP, DC2)
    -> 22.5CP
    Primal Armour: Superlight Reactive Shield (1H Torso) (5SP, 2-Turn recharge)
    -> 10CP

    Cost of Core: 62.5CP
    Mass of Core: 18.5t

    Weapons:
    2x 051ANNR Rifle (Hand-held)
    Damage: 4
    Range: 12
    Cost/Size: 2x6CP, 2x6H
    Carries 24 Tracer shots (2x4.3CP)

    2x DEARBORN03 Missile (Shoulders, 2H/2CP Weapon Mount)
    Damage: 3x6
    Shots: 6
    Range: 10
    Cost/Size: 2x14CP, External Mount

    2x Linked NEMAHA01 Relation Missile (2x Back Torso Mount, 4H/4CP) (8CP Links)
    Damage: 3x4
    Shots: 6
    Range: 10
    Cost/Size: 2x16CP, External Mount

    Cost of Weapons: 80.6CP
    Mass of Weapons: 7t

    Systems:
    Standard Single-seat Cockpit (1H Torso)
    Sensors: Striker (1H Head, 2CP), Backup (1H Torso)
    Level 1 ECM (All Kinds) (1H Torso, 4CP)

    Flight System:
    Skim Speed 10 (Gravitic Drive) - 12CP/8H Legs split 4:4
    Overed Boost (1-Turn Turbocharger) - 0.75x Cost
    Quick Boost (MA40 Booster Pack) - 4CP (4K, Torso)
    Fly Speed 10 (Jump Jets) - 11.5CP/1H Torso

    Generator:
    ARGYROS/G (+2MA/MV) - 0.3x Cost

    Cost of Systems: 33CP
    Total Cost: 361CP
    Total Mass: 22.5t
    Speed: Land 7/Skim 12/Fly 12
    Reflex Mod: -0
    >> Anonymous 06/03/09(Wed)13:20 No.4755516
         File :1244049641.jpg-(124 KB, 800x565, 1241376203879.jpg)
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    >>4755494
    Not quite, sorry.
    >> Anonymous 06/03/09(Wed)13:21 No.4755520
    >>4755486
    Fair enough.

    But once the legwork is done in Mekton you can easily produce parts and slot them together.
    >> Anonymous 06/03/09(Wed)13:24 No.4755541
    >>4755515
    To elaborate on how QB works in this system.

    When you declare you use it, you lose that number of MA from your Quick Boost system, and add that to your movement. It's not perfect (the MA doesn't recharge) but it's by the book.

    To houserule it to a more Armored Core system, try this:

    QB - Each turn, this unit may add up to its QB value to its movement. If it does so, mark how much was used and subtract it from the total. QB recovers at a rate equal to the unit's QB Recovery stat (which for simplicity's sake can be something like the cost of its QB system)
    >> The Scribbler 06/03/09(Wed)13:25 No.4755546
    Am I insane for not useing missiles in Armored Core?

    Also i hate all the pilot portraits, makes me feel bad when I kill hot girls
    >> Anonymous 06/03/09(Wed)13:26 No.4755563
    >>4755546
    Technically, nobody dies except the NORMAL pilots, the people in Cradle 03, Old King, ORCA, and anyone else who is specifically listed as "dead" and not just defeated.

    The Collared Order matches are basically training matches with simulating weaponry.
    >> Anonymous 06/03/09(Wed)13:28 No.4755573
    >>4755541
    Well in the vidya gaems, QB, OB, and any energy weapons AND flying all drain your "All-Purpose Energy Meter" thingy and that auto-recharges.
    >> Anonymous 06/03/09(Wed)13:29 No.4755582
    >>4755573
    I think dispensing with that would be more interesting for a tabletop game.

    Having a fixed amount of times it can be used isn't fluffy but is more mechanically sound.
    >> The Scribbler 06/03/09(Wed)13:29 No.4755588
    >>4755563
    I knew about the order matches but it's good to know about the not killing unless stated otherwise thing.

    Also i like how every unvoiced pilot is automatically a girl
    >> Anonymous 06/03/09(Wed)13:31 No.4755605
    >>4755588
    As a rule of thumb, if you beat another NEXT, they're not dead unless they went down into the ocean. Like Otsdarva. Oops I mean Thermidor.
    >> Anonymous 06/03/09(Wed)13:32 No.4755618
    >>4755588
    >Also i like how every unvoiced pilot is automatically a girl

    It's Japan.
    >> The Scribbler 06/03/09(Wed)13:37 No.4755648
    >>4755618
    and we love it
    >> Anonymous 06/03/09(Wed)13:41 No.4755683
    >>4755648
    It's fun doing the mission to take down Red-Rum and Scotty McScottish with Merrygate on your side. May is just unnervingly perky, Shamir is OMG PSYCHO and the other guy just has this strange air of "I didn't really want to be here" about him. Like Shamir dragged him along just for the hell of it.

    And OH GOD THAT MISSION. Trying to fight RedRum in that fucking blizzard just makes me want to punch babies.
    >> The Scribbler 06/03/09(Wed)13:48 No.4755731
    >>4755683
    I took it solo because im a cheep bastard.

    OH SUCH PAIN! short ranged weapons with a lock range cutting fog and snow while fighting a shotgun nutjob is no fun
    >> Anonymous 06/03/09(Wed)13:53 No.4755773
    >>4755515
    Is it just me or do you have the back and shoulder mounts confused? Relation missiles are shoulder-mounted chain firing launchers.
    >> Anonymous 06/03/09(Wed)13:54 No.4755783
    Just curious, I played a bunch of Armored Core back in the day.

    Does the AI still cheat, for instance shooting crouch required shoulder weapons while flying?
    >> Anonymous 06/03/09(Wed)13:54 No.4755785
    >>4755731
    Motherwill on Hard was fucking hilarious. Having a light, agile flier made me impossible for Killdozer to even reach. So I have to listen to him growling at me at random intervals while I take Motherwill's shit apart.
    >> The Scribbler 06/03/09(Wed)13:55 No.4755788
    >>4755783
    Nope, now everyone can do that.

    Also in those dames you COULD do it with OP-I or human PLUS
    >> Anonymous 06/03/09(Wed)13:56 No.4755798
    >>4755783
    Well some of the enemy NEXTs certainly have an annoying tendency to QB-spam WHILE IN FLIGHT far longer than is actually possible. Especially CUBE. My god, I hate CUBE. That little faggot can just fly around like crazy waiting for you to launch missiles at him and then shoot down every fucking one, without fail, IN THE TUBE so they explode and kill you. Which is LITERALLY IMPOSSIBLE.
    >> The Scribbler 06/03/09(Wed)13:56 No.4755800
    >>4755788
    >dames

    hahaha I need sleep
    >> Anonymous 06/03/09(Wed)13:56 No.4755802
    >>4755788

    That is, if you don't consider them cheating. I kinda do. Not 4755783 btw
    >> The Scribbler 06/03/09(Wed)14:00 No.4755823
    >>4755802
    I think it's cheep too, never went plus, never used OP I

    and in for answer I only use cannons on the ground because I'm a man
    >> Anonymous 06/03/09(Wed)14:01 No.4755834
    >>4755823
    NO LASERS
    NO BLADES
    NO MISSILES
    CANNON ONLY

    FINAL DESTINATION
    >> The Scribbler 06/03/09(Wed)14:04 No.4755860
    >>4755834
    That's more or less how I play actually, but replace cannon with machine gun and riffle.
    >> Anonymous 06/03/09(Wed)14:06 No.4755868
    >>4755860
    Gaaaaaay.

    Gatling guns + rocket launcher + RADAR rapes everything.
    >> The Scribbler 06/03/09(Wed)14:08 No.4755882
    >>4755868
    What can I say? i have an odd playstyle

    Anyone up for a game? i got it on my PS3
    >> Anonymous 06/03/09(Wed)14:10 No.4755897
    >>4755773
    I know that, but the Relation missiles are bound to a separate button while the other type are used in place of arm weapons - so I tried to imitate that.
    >> Anonymous 06/03/09(Wed)14:12 No.4755915
    >>4755897
    Technically, they only fire when you fire a normal missile system. They're an auxiliary launcher.
    >> Anonymous 06/03/09(Wed)14:26 No.4756050
    >>4755915
    Isn't there one which fires on its own (SCYLLA or something?)

    Perhaps add a houserule that they're linked to the missile launchers but may not be fired otherwise.
    >> Anonymous 06/03/09(Wed)14:28 No.4756069
    >>4755798
    It's an over QB, and you can do everything they can do. Squeeze down the QB shoulder button slowly until it starts to catch, then press down hard. If you do it right, you QB twice as well as usual at the cost of extra recharge time.

    You can avoid the recharge time by double-QB direction changing though, as long as you switch thrusters. The game has a lot of depth for competitive play.
    >> Anonymous 06/03/09(Wed)14:32 No.4756112
    >>4756050
    There's one shoulder-mounted AS missile system.
    >> Anonymous 06/03/09(Wed)15:14 No.4756591
    Bump for awesome concept.
    >> Anonymous 06/03/09(Wed)17:22 No.4757822
         File :1244064162.jpg-(135 KB, 600x800, 1243985143527.jpg)
    135 KB
    Bump with content?
    >> Anonymous 06/03/09(Wed)17:32 No.4757921
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    Fiona/May writefaggotry? Would that get people interested?
    >> Anonymous 06/03/09(Wed)17:48 No.4758076
    I've run into a slight problem:

    Assault Armor
    Charge Time: 3
    AoE: 360 Degrees
    Megabeam
    Disruptor
    Damage: 5
    Range: 4
    Cost/Size: 607CP/607H Torso

    HOW THE FUCK AM I GOING TO FREE UP SIX HUNDRED HARDPOINTS WHEN THE AVERAGE NEXT ONLY HAS TEN?
    >> Anonymous 06/03/09(Wed)17:51 No.4758091
    >>4758076
    The Overed Boost unit generates the Assault Armor. And generally speaking, AA OBs tend to be less good at OBing than ones without AA. Also the ones with AA are fucking insano expensive.
    >> Anonymous 06/03/09(Wed)17:56 No.4758130
    >>4758091
    Okay, for the record:

    Each frame component generates its own PA.
    PA is powered by the KP output of the generator unit. The higher your KP, the faster your PA recharges.
    The Main Booster is essential for flight, the others not so much.
    The Overed Booster generates your Assault Armor attack.

    These all seem to be problematic. Need workarounds.
    >> Anonymous 06/03/09(Wed)17:57 No.4758136
    >>4758091
    I know that.

    But due to the exponential way weapon cost is created, you end up with your OB unit costing more than the entire fucking NEXT.

    Seriously, using Mekton points I could build a good chunk of a Big Zam for the cost of that weapon alone.
    >> Anonymous 06/03/09(Wed)18:02 No.4758179
    >>4758136
    Hence, workarounds needed.

    Have you factored in the massive energy drain and the fact that using AA completely depletes the NEXT's Primal Armour for a good long while?
    >> Anonymous 06/03/09(Wed)18:05 No.4758207
    >>4758179
    There are rules for "0-shot weapons" which essentially shut you down while they're charging.

    If I add that, and a -2 accuracy mod, it becomes a 120CP/120 Space weapon, which is a little more reasonable (and requires ignoring the big bit that says NO WEAPON MAY HAVE 0 SHOTS AND CHARGE TIME)

    This is going to be something that just is handwaved, really. Use the stats but not the cost.

    However, a 360-degree -2 Accuracy Megabeam which ignores shields is pretty much Assault Armor, though.
    >> Anonymous 06/03/09(Wed)18:08 No.4758247
    >>4758207
    From my experience, AA doesn't totally cut through your PA, it just obliterates it and then keeps hurting you. But I may be wrong. I was generally not dumb enough to ever get AA'd.

    Just out of curiosity, because I have NO experience with Mekton AT ALL, what is Range 4 anyway? Is that short? Long? Medium?
    >> Anonymous 06/03/09(Wed)18:10 No.4758258
    >>4758247
    Range 4 means it hits every target within 4 hexes of the firing unit (200m according to scale)

    An average-strength weapon is Range 3-7. A Sniper weapon may be Range 10 or more, and big stuff may hit Range 15 or even more.
    >> Anonymous 06/03/09(Wed)18:11 No.4758271
    >>4758247
    Well, the "ignores shields" is "halves your shield strength for resolving damage and then wipes your shield out for two turns as a fuck you"
    >> Anonymous 06/03/09(Wed)18:11 No.4758273
    >>4758258
    I'd bring that WAY down. Like Range 2-3 maybe. AA is really an immediate-range weapon for breaking things right next to you.
    >> Anonymous 06/03/09(Wed)18:12 No.4758284
    >>4758271
    How do shields recharge in this game anyway?
    >> Anonymous 06/03/09(Wed)18:34 No.4758455
    >>4758273
    Modified it now to this:

    Assault Armor
    360-Degree Megabeam
    Disruptor
    Damage: 3
    Range: 2
    Accuracy: -2
    Charge Time: 3
    While Charging, firing unit may not use shields, Jump Jets or Energy Weapons.
    Cost: 45CP
    Size: 33H before miniaturisation.
    >> Anonymous 06/03/09(Wed)18:38 No.4758501
    >>4758455
    Is there a way to put the charge time AFTER firing?
    >> Anonymous 06/03/09(Wed)18:48 No.4758589
    >>4758501
    It actually is, that's just the oddity of the ruleset's phrasing.

    You fire, and then spend 3 turns before you can fire again.
    >> Anonymous 06/03/09(Wed)18:51 No.4758623
    >>4758589
    So, a short-range area attack that does stupid damage and drains all your energy and PA off for three whole turns, leaving you able to walk and shoot bullets at things and also get raped a lot. Assault Armor summed up nicely.

    Now, can it be integrated into the OB unit?
    >> Anonymous 06/03/09(Wed)18:55 No.4758652
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    your choice in company displeases me
    >> Anonymous 06/03/09(Wed)18:57 No.4758666
    >>4758652
    I'm sorry, I can't hear you over the sound of how face-meltingly awesome the Type-LANCEL is.
    >> Anonymous 06/03/09(Wed)18:58 No.4758672
    >>4758623
    Easily, just "combine" the systems.

    It's a 33 Space weapon, your OB/PA is a 1-space Shield system, so add together and divide by 1.33. Then miniaturise at a rate of 2 Spaces saved = 1 extra CP.
    >> Anonymous 06/03/09(Wed)19:04 No.4758725
    >>4758672
    The PA should be generated by each component of the frame itself. But...eh whatever. Does it make more sense this way? I don't know.

    Ah, the OB in the above stats is just a Turbocharger on the Main booster?

    So add that function to the Assault Armor weapon instead, call that the Overbooster and there you go.
    >> Anonymous 06/03/09(Wed)19:11 No.4758781
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    Makes me feel great we started this up again. Does anybody have a link to the mekton rules?
    >> Anonymous 06/03/09(Wed)19:14 No.4758810
    >>4758725
    That's part of the awkwardness of Mekton.

    The Turbocharger is a 1/encounter power which doesn't really represent how an OB works. It gives you huge bonuses to every stat for a turn and then powers you down, so it's more like a Trans-Am or whatever.

    However, short of houseruling an entirely new piece of equipment, it's necessary to do this.

    In Mekton, you have to have a shield generator in one place, so I picked the torso to generate the shield for the whole body.

    Also, to make things more confusing, the turbocharger and the QB (Booster Pack) are not bought as equipment with a size of their own, but upgrades to your reactor in the form of point cost multipliers.

    It's looking like it will be necessary to homebrew rules for the movement systems rather than rely on this one - which may take some time.
    >> Anonymous 06/03/09(Wed)19:48 No.4758931
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    A quiet bumb in the night.
    >> Anonymous 06/03/09(Wed)20:05 No.4759080
    Let's try this properly.

    Main Booster is bought as thrusters as per Z+.
    Gravitic Drive is included whatever for skimming.

    QUICK BOOSTER - Additive System
    Bought as per a Boosterpack (p64 of MZ+), with a maximum Boost of half the NEXT's Skim speed. It never runs out of thrust, but for each consecutive action it is used it reduces Flight speed by 2 hexes. If Flight speed ever reaches 0, then the NEXT may not use its Primal Armor, Assault Armor or Energy Weapons.

    Quick Boosting must be in an unbroken straight line and does not affect the facing of the unit.

    Overed Booster: Multiplier System
    Every NEXT must have an Overed Booster which is mated with its Primal Armor and Assault Armor (if applicable). The Overed Booster functions as follows:

    When activated, the unit may only move by means of Quick Boosting or straight-line Skim movement. Its Skim speed is tripled.

    Once the Overed Boost wears off, the unit may not use its Primal Armor, Energy Weapons, Assault Armor, Quick Boost or Flight system for a number of turns equal to the number of turns spent Overed Boosting.

    Cost:
    1 Turn - 0.5x
    2 Turns - 1.0x
    3 Turns - 1.5x

    Boost Dodge: If a NEXT is targetted by a ranged attack, it may use a Quick Boost before making a dodge roll. If its end location places it out of the range of the weapon, or out of line-of-sight, the attack automatically misses.
    >> Anonymous 06/03/09(Wed)20:09 No.4759102
    >>4759080
    A fixed version of the LANCEL, hopefully.

    Type-LANCEL NEXT

    Torso: Striker (6CP)
    -> 4K, 10H
    Arms: Striker (2x6CP)
    -> 3K, 5H+Hands
    Legs: Striker (2x4CP)
    -> 3K, 6H
    Head: Striker(3CP)
    -> 3K, 3H
    Armour: Striker, Alpha-Grade (3SP, DC2)
    -> 22.5CP
    Primal Armour: Superlight Reactive Shield (1H Torso) (5SP, 2-Turn recharge)
    -> 10CP

    Cost of Core: 62.5CP
    Mass of Core: 18.5t

    Weapons:

    2x 051ANNR Rifle (Hand-held)
    Damage: 4
    Range: 12
    Cost/Size: 2x6CP, 2x6H
    Carries 24 Tracer shots (2x4.3CP)

    2x DEARBORN03 Missile (Shoulders, 2H/2CP Weapon Mount)
    Damage: 3x6
    Shots: 6
    Range: 10
    Cost/Size: 2x14CP, External Mount

    2x Linked NEMAHA01 Relation Missile (2x Back Torso Mount, 4H/4CP) (8CP Links)
    Damage: 3x4
    Shots: 6
    Range: 10
    Cost/Size: 2x16CP, External Mount

    Cost of Weapons: 80.6CP
    Mass of Weapons: 7t

    Systems:

    Standard Single-seat Cockpit (1H Torso)
    Sensors: Striker (1H Head, 2CP), Backup (1H Torso)
    Level 1 ECM (All Kinds) (1H Torso, 4CP)

    Flight System:
    Skim Speed 10 (Gravitic Drive) - 12CP/8H Legs split 4:4
    Overed Boost (1-Turn) - 0.5x Cost
    Quick Boost (5) - 1x Cost (4K, Torso)
    Fly Speed 10 (Jump Jets) - 11.5CP/1H Torso

    Generator:

    ARGYROS/G (+2MA/MV) - 0.3x Cost

    Cost of Systems: 29CP

    Total Cost: 482CP
    Total Mass: 22.5t
    Speed: Land 7/Skim 12/Fly 12/QB 6/OB 36
    Reflex Mod: -0
    >> Anonymous 06/03/09(Wed)20:35 No.4759316
    Someone mentioned FionaxMay writefaggotry...

    Where is it?

    (also add Wynne D as well)
    >> Anonymous 06/03/09(Wed)21:14 No.4759714
    bump
    >> Dr. Baron von Evilsatan 06/03/09(Wed)21:22 No.4759794
    As long as you get it right. The point of NEXTs is that they are HOLY FUCKING FAST GODDAMN HOLD STILL SO I CAN HIT YOU. In battle, they will rarely if ever be moving at less than 300 km/h, and will change directions so fast it slowly destroys the pilot's cardiovascular system. If they are not moving like a goddamn attack helicopter it's not a NEXT.

    Also, frail as fuck. The Primal Armour protects for a bit, but the second that's gone a decent hit will smash them.
    >> Anonymous 06/03/09(Wed)22:50 No.4760574
    >>4757921

    Yes. Yes it would.
    >> Anonymous 06/03/09(Wed)22:57 No.4760639
    >>4759794
    >change directions so fast it slowly destroys the pilot's cardiovascular system

    ohgod Merrygate...



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