Here are the details if you're not familiar.
Closer: One Direct Fire attachment, two Hand-to-Hand attachments, and one Defensive attachment. (2Rd/2Rh+d8/1B/2W)
Loadout (4 systems): 1DF2H1D2W
Role: This is the first mech you place if you're the Primary Attacker. He starts outside the Defender's perimeter and rushes in to take a Station. He has enough defense to survive for a little while and the Direct Fire Weapon can be sacrificed to soak damage as well. After the DF Weapon is ditched it gains a Green d8 for movement which allows it to close at high speed and use the two Hand-to-Hand Weapons.
Loadout (4 systems): 1DF2H1D2W
Role: This is the first mech you place if you're the Primary Attacker. He starts outside the Defender's perimeter and rushes in to take a Station. He has enough defense to survive for a little while and the Direct Fire Weapon can be sacrificed to soak damage as well. After the DF Weapon is ditched it gains a Green d8 for movement which allows it to close at high speed and use the two Hand-to-Hand Weapons.
Someone commented that the Closer having three weapon Systems felt "dirty". There's a reason for the Closer to have three weapons though. It's one of the early versions of a "Walking Target". If you look at the description, this is meant to be the first Frame you place if you're the Primary Attacker. You want the Defender concentrating on this, "Oh geeze, it's loaded for bear!" It's a psychological ploy that keeps the Defender's attention focused on one spot while you prepare a sneak attack somewhere else. This may mean this Frame is a bit of a sacrificial lamb but as the Primary Attacker you should have Frames to spare.
A different discussion on the Discord had someone asking about which order Systems should be removed from Frames. Other general use Archetypes will have System removal be whatever is needed for the task at hand. System removal for this Archetype, on the other hand, should go like this; Direct Fire, Melee, Melee, Defense. It should always be in this order. Removing the Direct Fire system gives you access to the Sprint Die which supercharges your attack options for hand to hand range. White Dice can substituted for Melee systems so those should be the next Systems to go. Holding on to the Defensive system for as long as possible improves the survivability of the Frame. Seeing as this is the Point Frame it will need that survivability.
You may want to arm this Frame with a Single Shot Rocket. Using it on the opening salvo with the Direct Fire weapon would give a 2Rd+d8 attack identical to the dice rolled for the Melee attack. You may not get to use a Melee attack on the first activation, depending on how close other players beside the Defender -- assuming it's not a two player game -- set up to this Frame. This allows for a continuity of damage potential through multiple Rounds.
As to how to use this Archetype, point it at the Defender's Station(s) and charge. (Although the Charger is a different Archetype altogether.) The Closer is meant to draw fire and cause chaos in the Defender's front ranks so pick a direction and let slip the dogs of war!
Let's look at a couple of hypothetical initial activations just to see how the dice might be assigned. First, everyone passes and you're rolling a Direct Fire attack on a potential target with no defense.
Second, you've been targeted and you're generating a Defense and making a Direct Fire attack in return -- this time you have a SSR.
Die roll, including opponent's attack |
So that's a 5 Attack, 6 Defense, 5 Move versus a 3 Attack. I upgraded the Defense with a White die and converted the second White Die to Movement.
Hopefully this gives you some insight into the Closer archetype and its potential use on the table.
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