Anvil: Two Direct Fire attachments, one Defensive attachment, and one Spotting attachment. (2Rd+d8/1B/1Y/2W)
Loadout (4 systems): 2DF1D1S2W
Loadout (4 systems): 2DF1D1S2W
Role: The Hammer and Anvil work as a team. The Hammer drives the opponent before it placing spots for the more heavily armed Anvil.
Namer: Joshua A.C. Newman.
Namer: Joshua A.C. Newman.
Assault: One Direct Fire attachment, one Defensive attachment, and one Movement attachment. (2Rd/1B/1G/2W)
Loadout (3 systems): 1DF1D1M2W
Role: A front-line, standard combat mech. It can take 25% less damage than the Soldier as it has one less attachment.
Assault, Armored: One Direct Fire attachment, two Defensive attachments, and one Movement attachments. (2Rd/2B/1G/2W)
Loadout (4 systems): 1DF2D1M2W
Role: A sturdier version of the Assault archetype.
Assault, Fast: One Direct Fire attachment, one Defensive attachment, and two Movement attachments. (2Rd/1B/2G/2W)
Loadout (4 systems): 1DF1D2M2W
Role: A quick moving version of the Assault archetype. It should be used in a manner similar to the Swarmer. AKA: Harrier.
Assault, Heavy: Two Direct Fire attachments, one Defensive attachment, and one Movement attachment. (2Rd+d8/1B/1G/2W)
Loadout (4 systems): 2DF1D1M2W
Role: Designed to follow the Closer into battle. Carrying double Direct Fire to improve its chances of hitting, while using Movement and Defense to improve survivability.
Artillerist: Two Artillery attachments and two Defensive attachments. (2Ra+d8/2B/2W)
Loadout (4 systems): 2A2D2W
Role: He doesn't move fast and he doesn't have to. The only time you'll really move this archetype is at the start of the game when he hunkers down behind some cover in a nice shooting position. You'll use his White dice for Defense or Offense, maybe a little of both depending on the situation. When you get good rolls from your primary Red and Blue dice you can toss a Spot on an opponent's mech that's out in the open. You'll want a spotter for this one, to get those really high attack rolls.
Binary: One Artillery attachment, one Defensive attachment, one Spotting attachment, and one Movement attachment. (2Ra/1B/1G/1Y/2W)
Loadout (4 systems): 1A1D1M1S2W
Role: The Artillery version of the Soldier. This mech works best in pairs. Stage each mech (Direct Fire +1) units apart from each other. This allows each mech to spot for the other as they work their way through the battle field.
Bodyguard: One Hand-to-Hand attachment, one Direct Fire attachment, and two Defensive attachments:
Loadout (4 systems): 1H1DF2D2W
Role: This mech was designed with protection in mind. Whether it is protecting a Station, or protecting a more vulnerable Frame, this archetype stands between the opponent and your forces.
Brawler: Two Hand-to-Hand attachments, two Defensive attachments, and one free Movement attachment for having no Ranged weapons. (2Rh+d8/2B/1Gd8/2W)
Loadout (4 systems): 2H2D2W
Role: This mech has the speed to get to enemy stations, the power to force defenders off them, and the toughness to stay on them until the job is done. For my money, this is the best station-grabbing mech in the game.
Namer: Mechatonic.
Brawler, Fast: Two Hand-to-Hand attachments, one Defensive attachment, one Movement attachment plus the bonus for having no Ranged weapons. (2Rh+d8/1B/1G+d8/2W)
Loadout (4 systems): 2H1D1G2WLoadout (4 systems): 2H2D2W
Role: This mech has the speed to get to enemy stations, the power to force defenders off them, and the toughness to stay on them until the job is done. For my money, this is the best station-grabbing mech in the game.
Namer: Mechatonic.
Brawler, Fast: Two Hand-to-Hand attachments, one Defensive attachment, one Movement attachment plus the bonus for having no Ranged weapons. (2Rh+d8/1B/1G+d8/2W)
Role: This Brawler variant sacrifices defense for a more consistent movement rate.
Charger: One Direct Fire attachment, One Hand-to-Hand attachment, one Defensive attachment, and one Movement attachment. (2Rd/2Rh/1B/1G/2W)
Loadout (4 systems): 1DF1H1D1M2W
Role: Like many other designs in MFZ, this is a front line combatant. I originally conceived of this Archetype as the "samurai". He has a Yumi (2Rd), a Katana (2Rh), armor (1B), and a horse (1G). Tactically you use this mech like the Closer, ditching systems as you take damage while making your way to your opponent's Station. Unlike the Closer, you can ditch the systems in the order you want -- rather than in the specific order dictated for the Closer.
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 an
Objective. He has enough armor to survive for a little while and the
Direct Fire Weapon can be ditched to soak damage as well. After the DF
Weapon is ditched he gains a Green d8 for movement which allows him to
close at high speed and use the two Hand-to-Hand Weapons.
Commando: One Hand-to-Hand attachment, one Defensive attachment, one free Movement attachment for having no Ranged weapons, and two Spotting attachments. (2Rh/1B/1Gd8/2Y/2W)
Loadout (4 systems): 1H1D2S2W
Role: Use this frame for station grabbing (aided by that d8 for movement), taking out squishy targets in compromising positions with the melee system, and for setting up your heavy hitters for success with a big fat spot to maximize potential damage dice.Namer: MittenNinja.
Defender: Two Defensive attachments, one free Movement attachment for having no Ranged weapons, and one Spotting attachment. (2B/1Gd8/1Y/2W)
Loadout (3 systems): 2D1S2WRole: A less effective version of the Watchtower.
Delegator: One Artillery attachment, one Defensive attachment, and two Spotting attachments. (1Ra/1B/2Y/2W)
Loadout (4 systems): 1A1D2S2W
Role: Influence the flow of battle from a distance. This frame can be activated early to force another player to take their turn in a different order than they may have planned. Then, follow up with a large spot to set up a good target for you or anyone else. Use it to defuse spot chaining against your forward units if possible, or to force enemy artillery to go before they have the pick of the field and whatever spots are left on it.
Namer: Blorf.
Guardian: Two Artillery attachments, a split Direct Fire/Hand-to-Hand attachment, and one Defensive attachment. (2Ra+d8/1Rd/1Rh/1B/2W)
Loadout (4 systems): 2A1DF/H1D2W
Role: By varying the loadout on the Artillerist slightly you can make a mech with a different purpose. It's meant to sit and defend a station while shelling the rest of the board with the Artillery attachment.
Namer: Soren Roberts.
Hammer: One Direct Fire attachment, two Defensive attachments, and one Spotting attachment. (2Rd/2B/1Y/2W)
Loadout (4 systems): 1DF2D1S2W
Role: The Hammer and Anvil work as a team. The Hammer drives the opponent before it placing spots for the more heavily armed Anvil.
Namer: Joshua A.C. Newman.
Instigator: One Artillery attachment, one Movement attachment, and two Spotting attachments. (2Ra/1G/2Y/2W)
Loadout (4 systems): 1A1M2Y2W
Role: Think of this as a cross between a Delegator and a Sniper. It moves around -- making use of Cover and distance to influence the flow of battle from afar -- hitting and Spotting to instigate problems for other players.
Loadout (0 systems): 2W+?SSR
Role: Single Shot Rockets on an otherwise un-armed frame doesn't negate the free Green d8 for having no ranged weapons. So slap a handful of SSRs on an empty Frame then go to town! If you're looking to get a better PPA score but need more activations then this archetype is a bold choice. Sprint this Frame from cover to cover and use a SSR when you can. If you run out of SSRs then use it to hold a Station.
Mobile Cannon: Two Artillery attachments, one Defensive attachment, and one Movement attachment. (2Ra+d8/1B/1G/2W)
Role: This is the guy you want taking advantage of the spots your other guys are laying down. Two artillery systems give him the maximum potential for attack rolls with a possible 8 and being able to target pretty much anything on the table. This is the guy you want to hang back in a nice cover filled position shooting at targets that have big spots on them, and/or low defense.
Namer: MittenNinja.
Moving Wall:
Two Defensive attachments, two Movement attachments, and one free
Movement attachment for having no Ranged weapons. (2B/2G+d8/2W)
Loadout (4 systems): 2D2M2W
Role: Walking cover. Could possibly sprint into HtH range and fight hand-to-hand using White dice.
Loadout (4 systems): 2D2M2W
Role: Walking cover. Could possibly sprint into HtH range and fight hand-to-hand using White dice.
Recon-by-Fire: Two Artillery attachments, and two Spotting attachments. (2Ra+d8/2Y/2W)
Loadout (4 systems): 2A2S2W
Role: This design can reach out and touch most of the table -- in one way or the other. Camp it out in a shooting blind at the beginning of the game and start wreaking havoc.
Namer: Malcolm Craig.
Loadout (4 systems): 2A2S2W
Role: This design can reach out and touch most of the table -- in one way or the other. Camp it out in a shooting blind at the beginning of the game and start wreaking havoc.
Namer: Malcolm Craig.
Shield Maiden: Two Defensive attachments. (2B/1Gd8/2W)
Loadout (2 systems): 2D2W
Role: A lightweight version of the Moving Wall.
Namer: Nik May.
Shoot & Scoot: Two Direct Fire attachments, and two Movement attachments. (2Rd+d8/2G/2W)
Loadout (4 systems): 2DF2M2W
Role: Carries the weaponry the Moving Wall cannot. Hit and run is the name of the game. Shoot fast, shoot hard, and move from cover to cover. AKA: Mobile Gun.
Sniper: One Artillery attachment, one Defensive attachment, and one Movement attachment. (2Ra/1B/1G/2W)
Loadout (3 systems): 1A1D1G2W
Role: Take it up on top of the nearest piece of terrain to rain shots onto the battlefield. He moves around to get the best use of cover and range. He also has an open slot to use however you see fit for the coming battle.
Role: Take it up on top of the nearest piece of terrain to rain shots onto the battlefield. He moves around to get the best use of cover and range. He also has an open slot to use however you see fit for the coming battle.
Soldier: One Direct Fire attachment, one Defensive attachment, one Spotting attachment, and one Movement attachment. (2Rd/1B/1Y/1G/2W)
Loadout (4 systems): 1DF1D1M1S2W
Role: This is the design with the most basic loadout. It does everything, but nothing well. These should be filler units in your army.
Namer: Ced23Ric or Mechatonic.
Loadout (4 systems): 1DF1D1M1S2W
Role: This is the design with the most basic loadout. It does everything, but nothing well. These should be filler units in your army.
Namer: Ced23Ric or Mechatonic.
- Improved Soldier: With the addition of one SSR, the Soldier now has an upgraded punch.
- Super Soldier: The Super Soldier should be a frontline striker, using his two SSRs on opposing mechs with big, juicy Spot numbers.
- Mega-Soldier: You can use the Mega-Soldier's three SSRs one at a time to give it an extended punch. Or, you can use them all at once to make sure that dangerous opposing Frame gets hit hard and stays down.
Soldier, Support: One Direct Fire attachment, one Movement attachment, two Spotting attachments. (2Rd/1G/2Y/2W)
Loadout (4 systems): 1DF1M2S2W
Role: Much akin to the Commando, this guy will help maximize your damage output all over the table with his two spotting systems. The difference with him though, is since he is using ranged weapons he wont have quite the durability or mobility of the Commando.Namer: MittenNinja.
Spotter: Two Spotting attachments, and one free Movement attachment for having no Ranged weapons. (2Y/1Gd8/2W)
Loadout (2 systems): 2S2W
Role: A risky design, and possibly not very good. It’s got speed to stay out of too much trouble, and two spot dice makes a good result much more likely. It’s got great initiative too, to make sure you get the best chance to use its spotting. Whether it’s worth a whole mech worth of not shooting, I’m not sure.
Namer: Mechatonic.
Spotter, Armored: One Defensive Attachment, two Spotting attachments, one free Movement attachment for having no Ranged weapons. (1B/2Y/1Gd8/2W)
Loadout (3 systems): 1D2S2W
Role: This guy has one role; putting those big juicy yellows on the most opportune targets the opponent has. The Blue die enhances survivability. Even still, keep this guy in cover, he has no weapons.
Loadout (4 systems): 1DF1D2Y2W
Role: This Archetype is designed to augment a squad of Soldiers.
It can spot for a detached unit, or even take over spotting for a
bunch of mechs that have dropped their Spotting to damage. It's a
fighty Spotting mech.
Namer: Randolph.
Stalker: Two Artillery attachments, one Movement attachment. (2Ra+d8/1G/2W)
Loadout (3 systems): 2A1M2W
Role:
This mech stays on the outskirts of the battlefield, shelling
vulnerable targets or ganging up with everyone else. Meanwhile, you’re
using that movement die to threaten undefended stations, and to keep out
of range of enemy units. In the end stages of the game, don’t be afraid
to let them under your guns if it means grabbing a station.
Namer: Mechatonic.
Namer: Mechatonic.
Stalker, Fast: Two Artillery attachments, two Movement attachments. (2Ra+d8/2G/2W)
Loadout (4 systems): 2A2M2W
Role: Similar to the Stalker it adds a second Movement system to ensure you can move the way you want to.
Swarmer: Two Hand-to-Hand attachments,
one Defensive attachment, one Spotting attachment, and one free Movement
attachment for having no Ranged weapons. (2Rh+d8/1B/1Y/1Gd8/2W)
Loadout (4 systems): 2H1D1Y2W
Role: Like the name suggests, use these in swarms of four or more. Gang up on a single target, each unit attacking and spotting for the next one in line. It relies on the higher damage rate of HtH -- 4 or better on the damage roll as opposed to 5 or 6, depending on cover, for ranged weapons -- and successive Spots to chew through individual mechs in the opposing force.
Namer: Joshua A.C. Newman.
Loadout (4 systems): 2H1D1Y2W
Role: Like the name suggests, use these in swarms of four or more. Gang up on a single target, each unit attacking and spotting for the next one in line. It relies on the higher damage rate of HtH -- 4 or better on the damage roll as opposed to 5 or 6, depending on cover, for ranged weapons -- and successive Spots to chew through individual mechs in the opposing force.
Namer: Joshua A.C. Newman.
Swarmer, Armored: One Hand-to-Hand attachment, two Defensive attachments, one Spotting attachment, and one free Movement attachment for having no Ranged weapons. (2Rh/2B/1Y/1Gd8/2W)
Loadout (4 systems): 1H2D1Y2W
Role: Stack a group of them up on the Defender's Perimeter, give some of them Single Shot Rockets so they can fire at range, and maybe add in a Recon by Fire to add a little long range support, then let them loose on your opponents.
Tank: Two Direct Fire attachments, two Defensive attachments. (2Rd+d8/2B/2W)
Loadout (4 systems): 2DF2D2W
Role: He's not particularly fast but, he takes a beating and dishes one out. He fills the role of a line trooper, neither the specialist nor a leader. This guy holds the middle of the field, slowly moving forward while preventing any of your opponent's troops from getting closer to your Station.
Loadout (4 systems): 2DF2D2W
Role: He's not particularly fast but, he takes a beating and dishes one out. He fills the role of a line trooper, neither the specialist nor a leader. This guy holds the middle of the field, slowly moving forward while preventing any of your opponent's troops from getting closer to your Station.
Tank, Light: Two Direct Fire attachments, and one Defensive attachment. (2Rd+d8/1B/2W).
Loadout (3 systems): 2DF1D2W
Role: When you're looking for the punch of a Tank archetype but need one less Attachment to change your Initiative Point total.
Loadout (4 systems): 1H1D1M1S2W
Role: It's the melee version of the Soldier and is a tried and tested build.
Namer: JoeMoose
Watchtower: Two Defensive attachments, two Spotting attachments, and one free Movement attachment for having no Ranged weapons. (2B/2Y/1Gd8/2W)
Loadout (4 systems): 2D2S2W
Role: This is a multipurpose design. It can be cover and spotter for artillery. It can also be fast moving cover so HtH specialists can move up in areas with sparse cover. When the two defense dice get blown it can still run around spotting. Or, if you need cover more than spot, it can lose several systems and still be good cover.
Namer: majincob.
LEGEND
(Icons designed by Soren Roberts.)
= 1d6 Red die, Hand-to-Hand
= 1d8 Red die, Hand-to-Hand
= 1d6 Red die, Direct Fire
= 1d8 Red die, Direct Fire
= 1d6 Red die, Artillery
= 1d8 Red die, Artillery
= Single Shot Rocket (1d8 Direct Fire)
= 1d6 Blue die
= 1d6 Yellow die
= 1d6 Green die
= 1d8 Green die
= 1d6 White die
Loadout (4 systems): 2D2S2W
Role: This is a multipurpose design. It can be cover and spotter for artillery. It can also be fast moving cover so HtH specialists can move up in areas with sparse cover. When the two defense dice get blown it can still run around spotting. Or, if you need cover more than spot, it can lose several systems and still be good cover.
Namer: majincob.
LEGEND
(Icons designed by Soren Roberts.)
= 1d6 Red die, Hand-to-Hand
= 1d8 Red die, Hand-to-Hand
= 1d6 Red die, Direct Fire
= 1d8 Red die, Direct Fire
= 1d6 Red die, Artillery
= 1d8 Red die, Artillery
= Single Shot Rocket (1d8 Direct Fire)
= 1d6 Blue die
= 1d6 Yellow die
= 1d6 Green die
= 1d8 Green die
= 1d6 White die
How did you get them to line up right?
ReplyDeleteI just copied and pasted them from the Hangar.
DeleteI think that most images are bronken
ReplyDeleteYeah. Now I have a working home computer I have to re-do them all.
DeleteThe Recon by fire have blue dice in the place of the yellow ones
ReplyDeleteFixed.
DeleteThis is such a useful resource, thanks for putting in the time to do this.
ReplyDeleteBelieve you switched Hammer and Anvil
ReplyDelete