We are in the process of re-writing the rules.
Tips & Tacticas: Power Plants
Power Plants are important for any Mech, as they provide power for the various parts and without them, your Mech is completely useless!
Plants themselves are typically heavy items (usually with a Weight of 2 or more) and they vary from Armour 3 to 6 (for the Trinity Power Plant) so have fairly average Armour across the board.
Their primary purpose is the generate power and as such, the ones we have available currently at the time of writing have a Power Outputs which vary from 9 to 12 – so you may need more than one Power Plant to power particularly energy hungry parts.
A Few Points to Bear In Mind
The primary purpose of power plants is to generate power, so consider them on their Power Output stats – you may want to create a specific Mech and then look at how much power you need and then pick Power Plants that will provide you with that amount.
You may also want to include more than one Power Plant, particularly if you don't have any Armour or Shield attachments available – Power Plants are typically a weak point in most Mech designs and can be easily exploited, resulting in you losing your Mech to a lucky shot. Having a backup power plant will reduce the chance of a one-hit kill.
Consider the amount of Armoured shielding the Power Plant has. The higher, the better! Incoming shots will have to beat your Armour to cause any damage so the more Armour, the less damage you'll take if it gets fired at. Pick a heavier part with better Armour if you don't have enough Weight left for multiple smaller power generators!
Article Tags: Tips & Tacticas
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When we introduced pilot Re-Rolls (RR) stat as we wanted the make choosing your Pilots slightly more difficult and give you another consideration - as before the only thing you could really review were their Accuracy - which was pretty easy and straight forward - you just used the most Accurate Pilot and that was that.