Author Topic: Retractable blade  (Read 9875 times)

agen2

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Retractable blade
« on: 14 March 2012, 04:33:52 »
I was wondering what the purpose of the retractable blade.
The rules say that it deals 1 damage every 10 tons, just like a normal punch.
The question is, why pay tons of mechs to equip a weapon that if I can get the same damage without it?
Am I missing something maybe?

the real Deus

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Re: Retractable blade
« Reply #1 on: 14 March 2012, 04:44:10 »
The Retractable Blade gets a -2 to hit modifier when extracted. Just like a sword. Nevertheless it functions even without a hand actuator and got some optional rules in TacOps.


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agen2

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Re: Retractable blade
« Reply #2 on: 14 March 2012, 04:47:00 »
Thanks for the info, but I tried (perhaps not accurately) on TW, but nothing is mentioned.
Now i'm going to check TacOps.

Pegasus Actual

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Re: Retractable blade
« Reply #3 on: 14 March 2012, 05:04:16 »
The TacOps rule that lets it automatically get a crit chance is kinda cool, if nothing else. I haven't tried it yet, but extra through-armor crits sound useful if you get into melee.
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Diamondshark

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Re: Retractable blade
« Reply #4 on: 14 March 2012, 06:29:03 »
Under TW, the retractable blade is dead weight. Under TacOps, providing the blade does not snap when you use it, the retractable blade is a true terror, and I seldom use any other melee weapon (except Talons and the large vibroblade).
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Fear Factory

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Re: Retractable blade
« Reply #5 on: 22 March 2012, 02:00:42 »
The TacOps rule that lets it automatically get a crit chance is kinda cool, if nothing else. I haven't tried it yet, but extra through-armor crits sound useful if you get into melee.

It's great.  Use the punch chart.
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Youngblood

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Re: Retractable blade
« Reply #6 on: 23 March 2012, 12:31:17 »
Thanks for the info, but I tried (perhaps not accurately) on TW, but nothing is mentioned.
Now i'm going to check TacOps.

The -2 to-hit modifier you're looking for is on the Physical Weapon Attacks Table on page 146 of Total Warfare.

Nahuris

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Re: Retractable blade
« Reply #7 on: 23 March 2012, 18:34:45 »
This is a great idea... but the overall execution was poor ---- they should state that it counts as a sword under TW rules, and leave the advanced rules alone.
Right now, it's considered a hand weapon, like the club --- but only does a single punch for damage, and rolls on the full body chart, like a hatchet, and like a hatchet, you can only make one melee weapon attack a turn.
I'd rather drop it and just punch... at least then, I get the punch table.

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Re: Retractable blade
« Reply #8 on: 23 March 2012, 18:53:29 »
Fun part is when you try to go for the stabbity. That whole auto-crit thing happens when you punch someone and the blade is retracted. You extend the blade during the punch, and that causes the auto-crit chance, albeit at the risk of snapping the blade off. But since this occured during a punch attack, it will be on punch locations... ^-^
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Pa Weasley

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Re: Retractable blade
« Reply #9 on: 23 March 2012, 18:57:36 »
... you get an overly dramatic visual for bad fanfiction?

nckestrel

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Re: Retractable blade
« Reply #10 on: 23 March 2012, 22:41:32 »
It's retractable so when you go the formal event with your awesome 'Mech, security doesn't toss you for carrying a knife.
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Youngblood

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Re: Retractable blade
« Reply #11 on: 24 March 2012, 01:01:26 »
... you get an overly dramatic visual for bad fanfiction?

I'd say it isn't that overly dramatic.

http://www.youtube.com/watch?v=EhPmmxZQHe0&t=1m17s

The rest of the video's pretty awesome too.

Weirdo

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Re: Retractable blade
« Reply #12 on: 24 March 2012, 07:40:06 »
... you get an overly dramatic visual for bad fanfiction?

Giant robots, mile-long spaceships, and women in short shorts and spandex. Battletech passed overly dramatic a looong time ago... :D
« Last Edit: 24 March 2012, 07:43:11 by Weirdo »
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StCptMara

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Re: Retractable blade
« Reply #13 on: 24 March 2012, 09:47:44 »
One of the biggest advantages of a Retractable blade is that it is a sword....that can lose actuators and NOT be affected.

Well...that, and the TacOps TAC roll...
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Fear Factory

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Re: Retractable blade
« Reply #14 on: 24 March 2012, 12:18:12 »
Well...that, and the TacOps TAC roll...

Which needs to be moved into TW now.  It's not unbalancing considering it has a chance of breaking.
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blackjack

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Re: Retractable blade
« Reply #15 on: 24 March 2012, 13:55:19 »
So retractable blade = single attack?  They really need to look at being able to Tacops critpunch with each arm. That could be some deadly fun.
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Re: Retractable blade
« Reply #16 on: 24 March 2012, 15:01:09 »
Who said you can't? When you critpunch(I like that term!), you're punching, with all the rules therein. I haven't seen a rules thread about it, but I also don't see the need for one.

A critpunch is a punch.

You can double-punch.

Ergo, you can double-critpunch.

Now if you extend the blade and use it as a melee weapon attack, then yeah, you can only attack with one at a time. On the other hand, that might sometimes be desired, such as when attacking something really fast and you want the to-hit bonuses, or something lower than you and thus unpunchable or a 'mech already has weakened legs, but the odds are low so you don't want to risk falling after missing a kick...my favorite part about the blade is the flexibility. It gives you many options, even if some of them only come up in very narrow circumstances.
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Diamondshark

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Re: Retractable blade
« Reply #17 on: 25 March 2012, 23:09:34 »
So retractable blade = single attack?  They really need to look at being able to Tacops critpunch with each arm. That could be some deadly fun.

I made a light mech with two AES-enhanced Retractable Blades--it was fast enough to get on your back, accurate enough to not miss, and it had two possible TACs per turn, with a 33% chance of hitting the head. It did mean things to the enemy...
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Youngblood

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Re: Retractable blade
« Reply #18 on: 25 March 2012, 23:20:54 »
I made a light mech with two AES-enhanced Retractable Blades--it was fast enough to get on your back, accurate enough to not miss, and it had two possible TACs per turn, with a 33% chance of hitting the head. It did mean things to the enemy...

You just made my day with that idea.  Now I just need to find some Celestials to disable in the campaign I'm in....

RunandFindOut

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Re: Retractable blade
« Reply #19 on: 25 March 2012, 23:32:56 »
I made a light mech with two AES-enhanced Retractable Blades--it was fast enough to get on your back, accurate enough to not miss, and it had two possible TACs per turn, with a 33% chance of hitting the head. It did mean things to the enemy...
But did you name it Stabbity?

I need to do that, maybe mix up retractable blades, SRMs with Tandem Warhead ammo, have a nice little party.
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Auman

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Re: Retractable blade
« Reply #20 on: 26 March 2012, 07:29:57 »
The retractable blade is awesome because... FALCOOOOOOON PUUUUUUNCH!

Maelwys

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Re: Retractable blade
« Reply #21 on: 26 March 2012, 14:45:27 »
I made up a Seraph variant for fun, running around with 3/5/5 movement, twin retractable blades and a battery of VSPs that let it manage its heat for its TSM. It was fun to jump around in it, keeping opponents off balance with the worry of TSM enhanced punches..and even if I didn't hit the head, I was probably going to crit something...

Not sure if the tonnage spent on the twin retractable blades was worth it, but it was fun seeing how opponents reacted to it :)

Hanse Davion61

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Re: Retractable blade
« Reply #22 on: 07 April 2012, 06:51:43 »
Retractable blades, now someone was thinking of Solaris 7, I like to play with just physical weapons in Solaris and boy blades are nasty, in out in out shake em all about, great weapons for warriors no matter who they are, also shows how good pilots are in close combat, slicey slicey oncey twicey he he he.

 

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