So I am putting together a WoB MD force for a game in February, and the Field Commander is piloting the Archangel Invictus. Using Interstellar Operations for implants, I accidentally discovered this might be one of the best command mechs in the game, considering what a command unit should do (like the Mobile HQ). I had been told the Invictus variant is woefully dreadful in damage output (25), and I did not use it for a long time due to that, but now it is time to open our mind-eye and look past damage output
Starting the pilot at a 3/4, below are the following implants that he has been granted and why they matter:
-VDNI: Obviously this is critical for the small cockpit. -1/-1 to gunnery/piloting brings his total to 2/4 (BV cost is now at 2/3)
-Artificial Pain Shunt: Obviously this is critical to implement with the VDNI. Ignore piloting damage to VDNI feedback from internal structure and critical hits, heat effects, and ammunition explosions. (BV cost is now 2/2)
-Dermal Armor Implants: Ignore pilot damage from falling and hits to the head (BV cost is now 1/1)
-Triple-Core Processor (this is the fun one): +2 initiative bonus and +1 initiative bonus w/ C3i (+3 to force initiative roll total). This would drop down to +2 only if an enemy ECM was within range of the Archangel, however because the Invictus carries a Guardian ECM, this downside is negated, and the Guardian ECM acts as a counter ECM that negates enemy interference (my understanding means that my C/O getting cut off from C3i is not a concern, so long as he is in range of the opposing ECM). Not only this, but my pilot automatically succeeds on all heat shutdown rolls, excluding the 30 heat threshold. This is a fairly cool mech, but not a bad feature. And finally, this pilot may execute aimed shots as if the unit is equipped with a Targeting Computer; since the Invictus is already equipped with a TC, this pilot may apply a -1 to the 'to-hit' roll when making aimed shots. (BV Cost is now 0/1)
Final cost of the Archangel Invictus, with a 2/4 skilled pilot, comes in at 5,167 BV. Not bad for how impossibly painful it will be to put this fellow down. Is this BV worthwhile for a 100 ton zombie-mech that is a 3/5/3 mover and can only output 25 points of damage out to a range of 15 hexes? Let me know your thoughts, and I will post how he faired after the game (around the first week of February)