These advanced Mechs are constructed from liquid metal, which they can expend for powerful attacks.
Alloy Mech
Ablative Spines: Damage and push tiles on opposite sides. Mechs are healed instead. (1 self damage, 2 damage to targets.)
- 1 core: Increases damage to self and targets by 1.
- 3 cores: Increases damage to targets by 1.
Needle Mech
Needle Launcher: Launches a liquid metal projectile that deals damage. Mechs are healed instead. (1 self damage. 3 damage and push.)
- 1 core: Increases damage to self and target by 1.
- 3 cores: Increases damage by 1.
Split Mech
Mimetic Skin: Shed a Husk and push tiles adjacent to it. Husk can merge with Mechs to heal them and push adjacent tiles. (1 self damage. Deploys a 1hp/3 move Husk unit on an adjacent tile.)
- 2 cores: Sheds the Husk as an artillery projectile.
- 2 cores: Increases the Husk's max health to 2. Husk transfers all health to Mechs when merging.
Download modpack version of all my mods - requires mod loader 2.8.2 or later to function, and ITB 1.2.86.
Mod Loader - originally made by Cyberboy2000 and continued by kartoFlane and the ItB modding community.
[Squad] Mercurials
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- Posts: 167
- Joined: Wed Mar 13, 2019 3:11 am
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- Posts: 12
- Joined: Thu Mar 03, 2022 9:54 am
Re: [Squad] Mercurials
I've tested the squad several times and I get the feeling that they have very little life / the healing upgrade cost too many cores). I understand that they are like Hazardous mech, but these can be healed more efficiently and all at once in the same turn. There is also the fact that them being on acid doesn't matter, because they survive their own attack if they kill, but mercurials die almost instantly to their own attack if they are on acid. Besides that, the squad forces you to use a pilot that makes you have more life. The Hazardous healing upgrade costs 2 because it applies to 3 mechs, but this one only heals once per turn.