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The remainder will probably blow the roll so badly that they bow down and begin worshiping their new dark gods. The actual Instant Death Radius for any of the big nasties in this setting is best defined as "You can see it." Most characters will take such a big hit on the Sanity Meter that if they make their Sanity Check, they still have a good chance to go temporarily insane. The titular Cthulhu has an unblockable, undodgeable One-Hit Polykill at close range, and the power levels actually go up from there. Call of Cthulhu deliberately gives this capability to its upper-tier Eldritch Abominations to discourage Munchkins from fighting them.While the Urbanmech is mostly considered a joke 'Mech, it is a foolish MechWarrior that doesn't treat it as a threat. And gets in range fast enough, since the Urbanmech is very, very slow. While it doesn't carry a lot of ammunition, the end result is a 30 ton 'Mech, one of the lightest and definitely the slowest in the game, being capable of destroying an Assault 'Mech (weighing between 80-100 tons) in a surprise attack if it gets lucky. Hilariously, one of the most ridiculously awful 'Mechs in the game, the Urbanmech, has a variant called the UM-R60(L), which removes its primary weapon (the powerful, but not overly so AC/10) and replaces it with an AC/20.The dropships are often essentially boss battles in the videogame adaptation, MechWarrior The reason for this is actually because a grounded dropship is a huge Sitting Duck and they don't have all that much armor relative to their size, so packing overwhelming firepower is their only real defense. Because of their sheer firepower and the ability to almost instantly destroy anything that gets near them, commanders usually try to avoid directly attacking one. DropShips, when landed on the surface of a planet, are effectively enormous battle fortresses, typically carry upwards of a dozen long ranged weapons like LRM-20s and the aforementioned Gauss Rifles and PPCs.This also applies to the Gauss Rifle family and Particle Projector Cannon weapons, both of which may hit only 75% as hard as the AC/20, but reach out to a range in excess of 20 hexes while being capable of taking off a 'Mech's head with a single shot.As a result, most units much prefer to stay outside its nine-hex 'bubble of doom'. The thing they have in common is the AC/20 - the biggest autocannon in the game, short ranged but able to inflict potentially crippling damage all to a single location in one shot. Several classic mech designs ( Hunchback, Victor, Demolisher, Atlas, you name them) have a reputation for this.Level up as you might, trying to go mano a mano with this thing is going to result in your death no matter how many Critical Hits you land (generally zero - one if you're lucky). Sure, you want to play a melee-focused class such as a warrior, but guess what - the monster's attack radius is much larger than yours, and their attacks are substantially stronger. But other times this kind of enemy can be incredibly aggravating when there's major character customization involved. This is because the boss in question is contained in an Instant Death Radius - an attack range in which they can easily kill you, but in which you are just about incapable of even getting close enough to touch them, let alone denting them.ĭone well, this kind of enemy can force a player into using a very clear kind of strategy - keep as far away from it as possible and use ranged attacks, wait for an opening when it can't attack and strike quickly, or throw enough Cannon Fodder units at it that it can't wipe all of them out at once. So good, in fact, that it's just about impossible for a player character to get anywhere near this boss without ending up dead in a matter of seconds. Sometimes the best way to make a powerful boss character is to make sure that they have really, really good melee/short-ranged attacks.
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