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Head Armor for Heavier mechs
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mekkatgirls
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PostPosted: 27-Oct-2024 17:13    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

Should Heavy, Assault and Superheavy battle have more armor in the head?
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chihawk
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PostPosted: 27-Oct-2024 20:13    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

Nope.
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PostPosted: 28-Oct-2024 13:26    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

In lore, the protection in the head is provided mostly by the "glass" (it's not actually glass) of the cockpit window. It's already as thick and durable as you can get while still functional.

You can sort-of get more armour with the mech quirk of the Cowl that is on things like the Uziel and Cyclops.
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Rudel Gurken
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PostPosted: 29-Oct-2024 09:01    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

If you need more head armor go for superheavy mechs or hardened armor.
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Mordel
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PostPosted: 29-Oct-2024 14:45    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

Hardened armor for the win! If you don't want hardened everywhere, go patchwork with hardened on the head only.
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mekkatgirls
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PostPosted: 29-Oct-2024 20:56    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

confession I was trying to stir the pot
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Vampire
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PostPosted: 15-Nov-2024 15:35    Post subject: Head Armor for Heavier mechs Reply to topic Reply with quote

I did a redesign of the entire construction rules and weapons table to do my own custom record sheets that takes into account 'Mechs are created equal, but some more than others, and there are variants on the standard humanoid template, in the revised construction rules I tackled this.

The 9 point max head armor was ludicrous, it was a mechanism of game balance to make mechs more vulnerable and finish games sooner with the chance of head shots.

This sort of made sense with the wimpy weapons of the original rules, but once you altered weapon damages and ranges and introduced new weapons, the chances of headcapping increased a lot.

I accepted the rule that Internal Structure limited armor to double the number of structure points with two exceptions:

Half Arm mechs (like the Warhammer, which have less structure but can mount more armor)

and Heads, both can mount triple armor points.


On heads I decided the 3 point structure head for all Mechs was arbitrary and should be dependent on Mech class.

Head Internal Structure

Light Mechs 3 poiints max 9 armor
Medium Mechs 4 points max 12 armor
Heavy Mechs 5 points max 15 armor
Assault Mechs 6 points max 18 armor


Notice that this still make Assault Mechs vulnerable to an AC/20 shot to the head, but they can survive the hit if there are no criticals

Though the revised construction rules generally resulted in an increase in armor, in general it's hard to allocate more than 10 points of armor to the head, but some heavies can take advantage of having a ton just for head protection



I uploaded my revised construction control sheets under the label Technical Readout 3005 to a Spanish forum, here you can see how it works a non humanoid design, the Guillotine, the text is in Spanish but you can figure out

This is an example of a heavy mech, with 5 internal points in the head and two half arms, or demi arms. Arms that are just glorified weapon pods instead of having fully functional limbs with arms and hands. It's cheaper, offers a reduced profile with increased damage resistance, at the expense of less internal structure and a penalty to stand uo




puntonadir.foroactivo.com/t2877-mrt-3005-glt-3n-guillotine
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