It unlocks once the following are researched:
Marsec, Guild Air Sailor, Guild Engineer, Guildmaster, Broken Guild Engineer, Broken Guild Rep, Human Powered Armor. If you want to wait, skip the Guildmaster.
Will do, he's a rare and powerful pokemon to catch anyways.
I wouldn't shot a HWP from behind with a shotgun-type weapon. Those tanks used by the traders can snapshot!
Their reactions are real low, and to avoid reaction fire from marsec ops I normally use 2 ladies and alternate between them so their total TU doesnt get low before the damage piles up.
The boom gun may no longer be able to kill it. In the last edition it was still doing 500 damage and in 99I its buckshot count has been reduced to 6. The damage was always underwater when it comes to tanks but because of 10 pellets you had alot of chances to roll high, which while being quite random had a good chance to blow off about 1/2 of a tank's health. Now it may only be good enough to finish it off.
The
Plasma Blunderbuss should do a solid job on it because of armor erosion, the damage is even further underwater than the boom gun but the erosion happens first - even after 2 blasts to the rear its got a chance to destroy that tank (an explosive or melee should be used to finish it off unless another gal can chime in). Seems tanks have a buff against chem damage but even then, the
Toxigun will probably hit with at least 6 of its projectiles and it melts armor just like plasma.
(I havent been using the toxigun at all but now that I keep talking about it so much im seriously considering having a few on the transport in lieu of other heavy weapons as my problem solver, its just so quirky and neat and its lightweight)
Re: Anchor
Power = 2.0 x Strength, if she has 80 like she should then this weapon causes 80-240 damage (yes even the ranged hit is tftd damage roll). Damages armor 10%. Its like being hit with a dump truck.
Accuracy = Strength (80% acc is pretty darn good within 6 tiles)
Hurling it costs 64% TU + 48 energy but it can melee for 24 TU + 24 energy which aint so hard to pull off (its a greatclub on steroids). If you're prepared you should just hurl it since they cant dodge that. It ignores overkill so it will not remove bodies, this is definitely a bodyguard killer if you can surprise him. If positioned properly this kills the tank.
Combine it with flying armor and she's probably got triple digits energy & TUs every round to start with. Thus your anchor-women is best supported by flying armor (only way to nerf this is give flying armors -10 strength and say the lack of traction prevents exerting full leverage). Probably 3 hits can be expected to pierce a ship hull. On top of the heavy freighter there is plenty of opportunity to take your time tearing a hole into it, and on other big ships like cruisers I think you could just tear a hole in the roof rather than stay exposed on the side.
(looking in the .rul file I see that the Pickaxe can now be hurled for damage like an anchor and is generally more effective due to being quicker, but the anchor will cause alot more damage to bumpkins... maybe have 1 gal with anchor and 1 gal with pickaxe just to make the can-opener team more efficient?)
MyFaceWhen... I realize the perfect team to assault a heavy freighter is in fact a SuperWoman team of flying girls along with a couple tanks to run interference. By this time racking up grav harnesses for a crew of 6+ shouldn't be hard since raider buzzards now hand them over when you slave them out. You dont need armor when you're always stabbing people in the back.
(another honorable mention for melee is the simple
Barbed Dagger, it can kill bodyguards just as well as a mace because its faster, which reminds me of getting ganked by combat knives in fallout even while wearing combat armor)
another flying armor tactic for the heavy freighter is floating just out of view from the gun ports on the sides, then popping over to see if anyone came in and blow them away point blank, I guess a landmine could also be tossed at the door for a nice surprise too