I remember one game where thunder munitions had put a minefield between my Berzerker A3 and its target....The target
actually moved around to put the mine field between me and him. Tactically, a smart , since that also put 7 hexes between
us(in a Straight line!) What sort of maniac would try to close with that, right? This sort of maniac, actually. After all, mine fields
are actually fairly hard to get to pop (needing a roll of 9+ on 2d6). So...I kicked on the MASC, and declared a charge. My opponent's
second mistake was that he landed on the spot of terrain with a sheer drop on the other side, and I did the math that a Charge plus
the fall would do the most damage I could inflict.
Imagine the poor enemy pilot: He sees the Berserker barreling straight towards him at top speed, mines blowing up
as it passes past them(I actually had 2 hexes go off in the run, but they were 10 point fields) to charge him for 70 damage,
plus a 3 level fall....
I fear 40 pointkicks more. Minimum of two piloting checks at +1, plus any leg criticals..if there still is a leg left.
Only if you are using those advanced rules, otherwise it is just one pilot check at +1, plus leg criticals if there is still a leg
left. Frankly, the trick is you have to know when to kick, and when to hatchet. Sometimes that 40 points on the full body chart
is better then 40 points to one leg.