Played a round of MFZ with the kids last night. 2 frames and one station each, plus a neutral station in the middle of the map. Some thoughts: 1. I tried out some alternate rules for Really Big Mechs(TM). It was my son’s suggestion. I doubled the number of dice I rolled - 4 white dice, 4 red d6 and 2 red d8 for double attack systems, stuff like that. It still had a total of four systems, but every time it took a hit it lost twice as many dice. Even with 6s and 8s across the board my monstrous frame went down within one round, mostly because it’s such a big and scary target and all three of my kids were targeting it. The fact that you have a ceiling on dice rolls means that even if you are more likely to get a 6 on defense, it isn’t enough to stop a high spot/high attack combo. Interestingly, half the damage my big Mech took was from an attack on another frame that was in cover behind it. I’m suddenly more interested in taking double defense systems than I was before. 2. One way to...
To celebrate sarna.net’s latest Bad Mechs feature, here’s my assessment of the Quickdraw . Let’s see if it fares any better in Mobile Frame Zero. The Quickdraw was designed to replace the Rifleman , but frankly is does a poor job of it. The Rifleman was designed as an anti-aircraft Mech but is also used for fire support. It has considerable firepower and great medium- to long-range damage-dealing potential, but also has paper-thin armor, has average speed for a heavy Mech (which is to say it’s slow), and tends to overheat. The designers of the Quickdraw wanted a much more versatile Mech and focused on fixing the Rifleman’s weaknesses, but this was at the expense of the Rifleman’s strengths. The 60-ton Quickdraw has SLIGHTLY more armor than the Rifleman and is 33 percent faster. It also uses jump jets for added mobility. Just these features took up half the weight of the Mech, however, and that’s not including other essentials like a cockpit, gyro, and internal structure. As a re...
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