2-3 Weapons
This covers all abuses created by weapons construction.
Name: One Shot Wonder
Munchkin Meter: **---------
Description: Large beam weapons can achieve a substantial savings in cost
by specifying the 1 shot and clip-fed options.
Remedy: Not too severe. However, try using a 1K mega-beam to destroy
the clips or disarming/destroying the weapon.
Name: Poor Man's Reactive Shield#Updated#
Munchkin Meter: **********
Description: Coupling an AF of 2 with a -2 WA Beam Shield results in Reactive
Shield like protection for 1.8cp/K instead of 3cp/K normally required
by reactive shields. This gets even better if the design has room
for 2 shields, which can then alternate between uses and add the
TIU and Rechargeable modifiers for even more savings.
(The Munchkin Meter has been increased due to some calculations
I did. A 20K, 1 TIU, Rechargeable, -2 WA, AF 4 beam shield costs
only 17.82 cp. Buying two of them only costs 35.64 cp. This is
even cheaper than a 15K reactive shield! It is effective against
all types of attack, has 5 more SP, is basically unlimited, and
by default has a Reset of 1)
Remedy: Exploit the fact that Beam Shields can't have Reset: 0. Also,
exploit the fact that there are two facings unprotected on a mech
with Beam Shields instead of Reactive Shields.
Name: How Shocking!
Munchkin Meter: *****-----
Description: High Kill Shock weapons can be used to totally incapacitate
a mecha due to losing actions.
(Tsuneo's mecha "Redstorm" is a good example)
Remedy: Use energy shields (reactive, beam) or gamma armor.
Name: Kinetics
Munchkin Meter: *******---
Contributor: Paul Fields
Description: Medium to High Kill kinetic weapons can be used to totally incapacitate
a mecha due to losing actions.
Remedy: None
Name: Smarter than thou
Munchkin Meter: ********--
Description: Use of Smart missiles with 20+ skill almost guarantees a hit,
and even makes AMS largely ineffective.
Remedy: Missile ECM, use AMS on first round, when AMS rolls against
pilot instead of missile. Maybe drop a low kill blast radius device
to clear missiles?
Name: Missile-Away
Munchkin Meter: ****------
Description: Projectile weapons have the cheapest AMS possible. This is because
their AMS multiplier is 0.5 instead of the 1.0 used by all other
weapon types. Also, their effectiveness is not based on their
damage ratings.
Remedy: None, really.
Name: Look Ma, Can't miss!
Munchkin Meter: *****-----
Contributor: Tsuneo Tateno
Description: MZ rules say that indirect fire can't miss by more than 4 hexes.
Buying a weapon with BR of 5 or more guarantees at least area
damage. This also means that a low WA can be used to reduce cost.
Fortunately, area damage is limited to a 5K maximum.
Remedy: Buy 5sp of gamma armor, get a 6K reactive shield, get a 5K,
DA 0 beam shield.
Name: Energy PoolsSee Official Ruling
Munchkin Meter: ******----
Description: Design uses an E-Pool with high available power and a large portfolio.
It pays for one slightly larger weapon in exchange for many free
smaller weapons. This is especially dangerous with multiple reactive
shields.
(Little Locus' mecha "Cora" is a good example)
Addendum: (Contributed by Little Locus)
When buying reactive shields inside E-Pools, always take the Enclosing
modifier. It allows you to get 50% more shield, and the rules
pretty much specify you have to drop the shield anyway to fire
a weapon.
Remedy: Try to target the weapon itself.
Name: Energy Pools, Part 2
Munchkin Meter: ********--
Contributor: Albert Liu
Description: Design uses an E-Pool which contains a weapon with Rechargeable
or Clip-Fed modifier. All other weapons can now use very low TIU
/ # of shots, because it can use the modifiers to recharge or
reload power.
Remedy: This makes the weapons system very slow. 1 round to charge up,
1 round to fire. So you might need to get 2 pools.
Name: SUUUUURRRRRGGGGEEEE!!!
Munchkin Meter: **********
Contributor: Albert Liu
Description: Ablative Reactive Shields grant Kills * 5 SP. Surge shields
do SP kills in damage. Combine the two for five times the pain.
As an added plus, take Reset: X and any other modifiers you feel
like (this thing isn't supposed to absorb damage anyway) (ie.
15K, Reset: X, Matter Only, Surge for 21.1cp)
Remedy: Use the pre-ablative kill rating for calculating damage.
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