Mechanical Review: Triax 2
Posted: Sat Feb 25, 2012 1:30 am
So I finally got my hands on Triax 2, due to my local comic shop taking forever to get any new Palladium products (IIRC, they still have some of the old Robotech books!), and I was suddenly inspired to do something I've wanted to do for a while: Review the mechanical designs and rules of various vehicles, mecha, and powered armor in the books.
It should be noted that I'm looking at this from a narrative standpoint. I haven't had the chance to play the game in a very very long time, and as such this doesn't take any kind of game balance into consideration, unless it's obvious.
What I'm looking at is what the weapon, or machine is designed to do, and how well the rules convey their ability to do so. I will also be looking at how well the rules and image of said weapon match up, and comparative abilities and strength compared to contemporary weapons and systems. I may also make additional comments about the weapon's aesthetics.
As an example:
Coalition PA-06A SAMAS
Design -- Simple but pretty damn effective. Like most original Coalition gear, the Death's Head imagery is pretty much the only symbolic part.
Abilities -- Also simple but effective. It flies at a good pace, and has decent protection. It's MDC is kind of light nowadays, but so it was back when it came out.
Weaponry -- The SAMAS's relative firepower only falls a little short in the face of the usual Codex Creep, but is still good in the patrol sense. The railgun only adds a few extra bursts to cut through modern armor, and the missiles are as effective as ever. Not much to say really.
Improvements -- It's successor the Smiling Jack has the right idea: Increasing the payload of it's missiles. As to improving the SAMAS itself, just simply make the wrist launcher re-loadable and give it a utility belt for carrying an additional four to six missiles.
Basically, something like that. So anyway, here we go:
Triax Weapons
Most of Triax's new weapons are pretty good. A few issues stand out, though:
TX-SL-13 Ultra Sniper Rifle -- The rules kind of under-sell what the description says it is capable of. The damage should probably be at least twice as much as stated. The fluff is contradictory is one thing, too: Earlier texts say that laser weapons have no kick to them, yet the USR apparently has to be braced.
Improvements: Double the MDC damage by at least 50%, if not double or more. Also, consider making it a single-shot railgun instead.
TX Pump weapons, TX-A1 Aktenkoffer Concealed Shotgun -- Nothing wrong per se, but I kind of wish these were mixed together. It would make them a bit more versatile.
TX-H5 Plasma Whip -- It seems a little weird that the spike on the weapon inflicts SDC damage when it's usually being wielded by something with Robotic or Supernatural PS.
TX-11 Predator II
Design -- The classic Trix "Cyclops" look still shines through even with the different artist (this goes for most designs here) Looks very deadly.
Abilities -- While it doesn't have the mass and power of a Super SAMAS, I do think it seems a little slow. I think the Triax engineers would've felt at least a little competitive after seeing that monster.
Weaponry -- The X-11 453E lasers are awesome, but I feel the TX-252 Rail gun is a little redundant. The missiles are also a big improvement, and the blades give it some close combat punch when the Gargoyles get too close.
Improvements -- None. Maybe give it a less redundant weapon.
X-21 War Eagle
Design -- Is it just me, or does the picture make it look like it was originally conceived as a Glitter Boy type? It's too shiny for normal armor.
Weaponry -- It's good for what it needs. Lasers are powerful but quiet, while the forearm lasers make good sidearms.
Improvements -- None. It's a good machine.
X-80 Butterfly
Concept -- Okay, I wanna step back and say a few words about this suit's very existence. It would've made an excellent counterpart to the old T-31 Super Trooper (designed for long range support instead of anti-mecha). Nonetheless, it's cool as is.
Design -- Looks nice, that's all that needs to be said.
Weaponry -- You actually used Short-range Missiles! Thank you so very much. Ever since you came out with Mini-Missiles, the ol' SRMs never got the love they deserved (let's face it, you use Mini-missiles way too much). The things on the back between the launchers look like they could've been Slammers or Medium-Range Missiles.
One thing that bothers me is that the leg missiles seem to be kind of small, given that the previously-mentioned Super Trooper can carry twice as many despite being half the size.
Improvements -- Pretty much what I said about the launchers. It also has the same redundancy issue as the Predator II.
X-700 Fat Boy
Design -- Okay, I admit to saying "huh????" when I first saw it alone. But it, the Hell Angel, and the Devastator II show that Trix sees the Glitter Boy technology differently than North America. It still looks funny.
Weaponry -- A Double-barreled Boom Gun? Seriously? At least that justifies the size. One thing I [/i] don't like, however, is the whole "Laser Gun in one arm, Ion Gun in the other" setup. It's not the first time you've done this, and it's kinda redundant. The extra range (for lowered damage) of the laser is really not justified, especially in the face of the fact that this unit in particular carries Double-barreled Boom Guns.
Improvements: Give it better forearm weapons. That's about it.
X-710 Hell Angel
What's the only thing scarier than a Double-Barreled Boom Gun? A Flying Boom Gun!
Design -- Not very distinctive. It looks a lot like a War Eagle with bigger guns. I know there are real differences, but that's the overall effect.
Weaponry -- Boom Guns, even Flying Boom Guns, are Boom Guns. The Particle Beam Rifle actually works well here, and the plasma guns make good emergency weapons. In fact, put those on the Fat Boy's arms.
Improvements -- None.
X-1001 Ulti-Max II
Design -- While I do kinda miss the lines of the original, I like the fact that this redesign makes it look like it's been accepted into the NGR Military "family".
Abilities -- Sadly, all the new armor plating of the Ulti-Max II seems to be made of tin, as it has about the same MDC as the original. That is to say, it's got less MDC than smaller power armor suits that have to save room to fit a pilot's limbs.
Weaponry -- The original Ulti-Max seemed to be fit for a Shock Trooper role: stride into the teeth of the enemy assault, taking everything thrown at it and providing mobile cover for Jaegers behind it (at least, that's my opinion. The original could do it through sheer MDC, but comparatively, the present suit is a little lacking. It makes up for that with a metric *bleep*ton of mini-missiles to blow whatever's shooting at it away. The vibro-blades are also a very nice touch for close-range combat. Also, the TX-series shields can help offset the lack of MDC growth.
Improvements -- Seriously, the Ulti-Max II needs at least another 100-200 Main Body MDC.
Coming in part II: Robots and Vehicles.
It should be noted that I'm looking at this from a narrative standpoint. I haven't had the chance to play the game in a very very long time, and as such this doesn't take any kind of game balance into consideration, unless it's obvious.
What I'm looking at is what the weapon, or machine is designed to do, and how well the rules convey their ability to do so. I will also be looking at how well the rules and image of said weapon match up, and comparative abilities and strength compared to contemporary weapons and systems. I may also make additional comments about the weapon's aesthetics.
As an example:
Coalition PA-06A SAMAS
Design -- Simple but pretty damn effective. Like most original Coalition gear, the Death's Head imagery is pretty much the only symbolic part.
Abilities -- Also simple but effective. It flies at a good pace, and has decent protection. It's MDC is kind of light nowadays, but so it was back when it came out.
Weaponry -- The SAMAS's relative firepower only falls a little short in the face of the usual Codex Creep, but is still good in the patrol sense. The railgun only adds a few extra bursts to cut through modern armor, and the missiles are as effective as ever. Not much to say really.
Improvements -- It's successor the Smiling Jack has the right idea: Increasing the payload of it's missiles. As to improving the SAMAS itself, just simply make the wrist launcher re-loadable and give it a utility belt for carrying an additional four to six missiles.
Basically, something like that. So anyway, here we go:
Triax Weapons
Most of Triax's new weapons are pretty good. A few issues stand out, though:
TX-SL-13 Ultra Sniper Rifle -- The rules kind of under-sell what the description says it is capable of. The damage should probably be at least twice as much as stated. The fluff is contradictory is one thing, too: Earlier texts say that laser weapons have no kick to them, yet the USR apparently has to be braced.
Improvements: Double the MDC damage by at least 50%, if not double or more. Also, consider making it a single-shot railgun instead.
TX Pump weapons, TX-A1 Aktenkoffer Concealed Shotgun -- Nothing wrong per se, but I kind of wish these were mixed together. It would make them a bit more versatile.
TX-H5 Plasma Whip -- It seems a little weird that the spike on the weapon inflicts SDC damage when it's usually being wielded by something with Robotic or Supernatural PS.
TX-11 Predator II
Design -- The classic Trix "Cyclops" look still shines through even with the different artist (this goes for most designs here) Looks very deadly.
Abilities -- While it doesn't have the mass and power of a Super SAMAS, I do think it seems a little slow. I think the Triax engineers would've felt at least a little competitive after seeing that monster.
Weaponry -- The X-11 453E lasers are awesome, but I feel the TX-252 Rail gun is a little redundant. The missiles are also a big improvement, and the blades give it some close combat punch when the Gargoyles get too close.
Improvements -- None. Maybe give it a less redundant weapon.
X-21 War Eagle
Design -- Is it just me, or does the picture make it look like it was originally conceived as a Glitter Boy type? It's too shiny for normal armor.
Weaponry -- It's good for what it needs. Lasers are powerful but quiet, while the forearm lasers make good sidearms.
Improvements -- None. It's a good machine.
X-80 Butterfly
Concept -- Okay, I wanna step back and say a few words about this suit's very existence. It would've made an excellent counterpart to the old T-31 Super Trooper (designed for long range support instead of anti-mecha). Nonetheless, it's cool as is.
Design -- Looks nice, that's all that needs to be said.
Weaponry -- You actually used Short-range Missiles! Thank you so very much. Ever since you came out with Mini-Missiles, the ol' SRMs never got the love they deserved (let's face it, you use Mini-missiles way too much). The things on the back between the launchers look like they could've been Slammers or Medium-Range Missiles.
One thing that bothers me is that the leg missiles seem to be kind of small, given that the previously-mentioned Super Trooper can carry twice as many despite being half the size.
Improvements -- Pretty much what I said about the launchers. It also has the same redundancy issue as the Predator II.
X-700 Fat Boy
Design -- Okay, I admit to saying "huh????" when I first saw it alone. But it, the Hell Angel, and the Devastator II show that Trix sees the Glitter Boy technology differently than North America. It still looks funny.
Weaponry -- A Double-barreled Boom Gun? Seriously? At least that justifies the size. One thing I [/i] don't like, however, is the whole "Laser Gun in one arm, Ion Gun in the other" setup. It's not the first time you've done this, and it's kinda redundant. The extra range (for lowered damage) of the laser is really not justified, especially in the face of the fact that this unit in particular carries Double-barreled Boom Guns.
Improvements: Give it better forearm weapons. That's about it.
X-710 Hell Angel
What's the only thing scarier than a Double-Barreled Boom Gun? A Flying Boom Gun!
Design -- Not very distinctive. It looks a lot like a War Eagle with bigger guns. I know there are real differences, but that's the overall effect.
Weaponry -- Boom Guns, even Flying Boom Guns, are Boom Guns. The Particle Beam Rifle actually works well here, and the plasma guns make good emergency weapons. In fact, put those on the Fat Boy's arms.
Improvements -- None.
X-1001 Ulti-Max II
Design -- While I do kinda miss the lines of the original, I like the fact that this redesign makes it look like it's been accepted into the NGR Military "family".
Abilities -- Sadly, all the new armor plating of the Ulti-Max II seems to be made of tin, as it has about the same MDC as the original. That is to say, it's got less MDC than smaller power armor suits that have to save room to fit a pilot's limbs.
Weaponry -- The original Ulti-Max seemed to be fit for a Shock Trooper role: stride into the teeth of the enemy assault, taking everything thrown at it and providing mobile cover for Jaegers behind it (at least, that's my opinion. The original could do it through sheer MDC, but comparatively, the present suit is a little lacking. It makes up for that with a metric *bleep*ton of mini-missiles to blow whatever's shooting at it away. The vibro-blades are also a very nice touch for close-range combat. Also, the TX-series shields can help offset the lack of MDC growth.
Improvements -- Seriously, the Ulti-Max II needs at least another 100-200 Main Body MDC.
Coming in part II: Robots and Vehicles.