Diddi Doedel, on 29 October 2015 - 06:12 AM, said:
Yes, It scales with mech size. A hatchet/sword/cudgel or whatever does the same damage as a kick, 1 point of damage for every 5 tons of mech weight. So a hatchet on an Atlas would deal 20 points of damage.
The interesting thing about melee weapons is twofold. First, you hit only the upper body part of the enemy, means arms, torsos and HEAD!!, and you only roll a single D6 for the location, so hitting the head is a chance of 1 in 6! Second, should you fail, there is no need to do a piloting roll in order to avoid falling.
Downsides are that you cannot use any arm mounted weapons that reside in the arm that also has your melee weapon located.
In table top we usually prefered the pack approach with kicks.... Each time an enemy mech is hit by a kick, a piloting roll is required, modified by damage... so a single roll for each successful kick. With potentially over 20 points of damage on the enemy during physical attack phase, and potentially damaged leg actuators that often almost guaranteed that the enemy would fall, thus couldn't escape from range and thus was basically dead the next round.
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Oh well... am a hardcore TT player of BT still.
Hahaha, oh god, that conjures such an amusing image in my head XD
Actually... In Gundam: Crossfire, suits had destructable components, so you could lose your arms, head, and get stuck limping horrendously slow... I was on the last mission, which was brutally difficult on hard mode, and there were only 3 Guntank IIs left when I lost my arm, and subsequently my last weapon... In an adrenaline fueled rage I managed to kick them to death and win XD Never has completing a game felt so satisfying XD