Nightmare: Difference between revisions

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Revision as of 10:47, 6 June 2023

Technological Mech
Nightmare
Class Light
Weight 30 tons
Armor 755
Perk Armor

944

Heat Dissipation 4
Speed 2
Buoyancy 0.2
Jump Heat 5
Load-points 19
Perk Load-points

23

Hard-locked No
Hard-mounts Clan Pulse Laser Pec, Harpoon Light, Pile Bunker, Ares shield
Omni-mounts Enhanced JumpJet
Shutdown Level 100
Resistances
Ball 0% Ener 0% Expl 0%
Acid 0% Chem 0% Sonic 0%
DoT 0% Electronics 0% Melee 0%
Creator Victor Reisman


History

The Nightmare is a light skirmisher mech with a mix of mobility utilities, ranged, and melee.

History

There's no historical data on file for the Nightmare.

Description

The nightmare is a light weight agile mech with wheeled feet. At low speeds it rolls along on its feet, at high speeds it breaks into a sprint. The mech packs a large jet unit on the back that acts as an enhanced jumpjet, a shoulder mounted light harpoon, a pile bunker melee weapon, a pair of pec mounted pulse lasers, and a shield.


Tactics

The harpoon is a good tool for controlling motion of yourself and your enemy. Anything on the ground can resist the pull easily enough, but things in the air are going for a ride. The amount of perceived pull scales with weight. Since the nightmare is a lightweight mech it's liable to move more then its opponent. You can work with this. Peg a target with the harpoon, jump into the air, and get pulled into range for some pilebunker strikes before escaping with your jumpjet.

The shield system mounted with the mech can greatly cut inbound damage by pressing the crouch button. Tapping it once turns the shield on, tapping it a second time turns the shield off. The shield system drains energy while active, use it in spurts when making risky moves with the pile bunker, turn it off when putting distance between you and your quarry. Judicious shield use can make your nightmare take a lot more damage then a normal mech.

Tactics

Gallery