I'm moving lucrative. I'm moving voluptuous. I'm moving vindictive. I'm moving unrequited. I'm moving out. I'm moving forward.
DracuLancer Flow presents: I'm Moving Different
This build straight gassing, cutting straight to the bricks.
The Fold Knife is a hell of a thing for a dip into a single licence level for Mourning Cloak. It doesn't display on the printed COMP/CON sheets, but the main gimmick of the otherwise low-damage weapon is that a critical hit causes you to teleport two spaces in any direction. It's some decent positioning, especially since it's an auxiliary weapon so you can have two per flex mount. However, it's inconsistent even with the accurate tag increasing your crit chance, and so usually used in tandem with some of Mourning Cloak's other systems for consistent overwatch denial and extra movement.
We don't want that. We want chaos, we want to turn the sitrep into a minefield without a single point in Iskander.
This is why we use Dusk Wing. Not only can the mech basically ignore difficult terrain owing to its hover ability, but its core power, DHIYED Articulation, lets us activate the Hall of Mirrors protocol, which makes us create a copy of ourselves every time we start a unique movement. These copies are not decoys, or duplicates, or helpers, or mirages; they're bombs. They were made at the bomb factory. They're bombs.
The key to this build is that every time you teleport, it counts as a new movement, letting you lay another one of these little bastards. Seven Fold Knives makes this very easy to do.
Let's break it down: The two core bonuses give us an additional three aux slots for fold knives that we can use, for a total of seven. This is would require an overcharge every time we wanted to use them all in one turn, so we're Not Going To Do That; instead, we're dipping three entire levels into Raleigh to use nothing but the UNCLE-Class Comp/Con, which lets us fire from an additional mount with some decreased accuracy (Note: I was unable to find out if UNCLE lets you fire both weapons on an aux/aux mount, but if it doesn't that's stupid so I will choose to disregard it).
Our systems barely matter but are worth noting. Flicker Field Projector makes us much harder to hit when we move (which we will always be doing, given that we're focusing on Hall of Mirrors), Neurospike lets us do some extra attacking just in case, and Armament Redundancy, Stable Structure, and Personalizations are here because there aren't really any other useful systems we can take and I wanted to spend the extra system points.
As for talents, Ace and Combined Arms make us a bit harder to hit, Tactician makes us marginally more accurate and can negate the effects of UNCLE, and Exemplar lets us give our allies a little bit of support, as a treat. Hunter is the real star of the show; it gives us better range with our Fold Knives and gives us an extra movement option.
In summary, in a standard turn, we will
Move (triggers Flicker Field and creates 1 copy)
Move again because of hunter (creating 1 copy)
Attack Seven Fucking Times (netting us up to 8 copies)
Still be able to overwatch and support our allies with Exemplar
Up to 24 kinetic damage just from the fold knives
Between 2 and 9 copies (up to 9d6 energy damage, save for half)
and that's still not counting reaction shenanigans or overcharging
When you pilot this mech, you move different.