In Maximum Tech, there is Advanced Ability in the Miscellaneous Rules section called Manoeuvring Ace.
I am very new to the Hero system, which we are using for out of 'Mech role-play as well as character cost, and would like to know how this would translate to the Hero system cost-wise and what category it would be in. If the Question Man reads this, he of course has the final say and can choose to not allow it if he likes. If he doesn't read this, I'll wait until I have a suggested cost, and see what he says. Thank you in advance.
Oh, and for anyone who's been keeping track of the Question Man's posts about our unit, we played our first true session on Wednesday. There was a BattleMech disturbance on planet; apparently a Baron had recruited some mercenaries for himself. I was preoccupied with copying some information for the Question Man and only got the gist of it, there was some jurisdictional questions and we were fired upon. Unfortunately our Trebuchet and Hunchback, neither Jump Jet-equipped, were effectively neutralised in the first few rounds by a Stalker, Phoenix Hawk, and Centurion. Meanwhile our Marauder, Griffin, and Enforcer, all Jump Jet equipped, walked around a mountain where we found a Commando. Ah, the joys of placing your 'Mech on the battlefield before you look at the map. The two non-jumpers were in an effective firing range, nestled between two mountains, and were severely hurt early on by some lucky dice roll on the part of the Game Master.
Once we the trio of Jumpers closed in on the Commando, he was toast. He survived longer than any Commando had any right against such a force, since we can't roll worth a... The pilot eventually ejected. But we still had Stalker, Centurion, and Phoenix Hawk to deal with. The Trebuchet and Hunchback, pinned down by the Stalker and company, sat behind some cliffs, trying to inch closer and just survive until the rest of our force showed up. Our five 'Mechs slowly formed a half circle around the mercenaries, with the Centurion and Stalker facing the Hunchback and Trebuchet, while a Griffin, Marauder, and Enforce took on a Phoenix Hawk. Again, we had a player who was suggesting tactics, but I still have severe reservations about them.
Our Enforcer was the first to break from our seemingly survivalist tactics, manoeuvring around so that he had the back of the Stalker, but the Phoenix Hawk and Centurion had yet to move. I choose to move towards the Trebuchet and Hunchback so that my Marauder could help them against the Stalker and Centurion. Throughout the battle, I tried to concentrate my fire wherever it was needed most. The Stalker represented the greatest threat, and we did half its available weaponry through our attacks, but we scored very few successful criticals.
As the battle progressed, it seemed to turn into a free for all. The Griffin was taken out by a headshot, which the pilot using a house rule luck chit, ejected from. Perhaps because of damage, perhaps because the GM wished to be nice, at some point the Phoenix Hawk withdrew, I forget exactly when. The Enforcer and the Centurion waged a personall battle, and the Trebuchet, Hunchback, and I fought the Stalker. The Trebuchet was also disabled in the fight, and the Hunchback, already severely wounded, got in some good shots at the centre torso, but all they seemed to hit was the centre torso. Alas, it was the Enforcer who got the kill by starting an ammo explosion within the Stalker.
In the aftermath of the fight, the Enforcer was armless, and with a damaged hip and leg, I'm not sure if both. The Hunchback and Trebuchet were out of commission. The Griffin was missing a head, and the Marauder was down to very little armour in both left and right torso, both legs, and one arm, but no penetration. The Centurion, already hurt, surrendered. With the captured Centurion, our Enforcer should be easy to repair. We should have both operational shortly. The Griffin only needs a head and some external armour. And my Marauder will be fine within a day or so, but the Trebuchet and Hunchback will be out for a while. Our captured Commando should be easy enough to repair, however.
By the time we fight again, we may have a Marauder, Commando, Enforcer, Centurion, Griffin, and Trebuchet to choose from for our five.