Difference between revisions of "Myomer Accelerator Signal Circuitry"

m (rv 2 edits by 77.179.219.5: content copied directly from Total Warfare)
Line 55: Line 55:
 
|-
 
|-
 
|N/A
 
|N/A
|FLE-17 [[Flea]]<ref name=TWp137>''Total Warfare'', p.137 </ref>  
+
|FLE-17 [[Flea]] <ref name=TRO3050p5051>''Technical Readout: 3050'', p.50-51 </ref>
 
|[[Earthwerks Incorporated]]
 
|[[Earthwerks Incorporated]]
 
|[[Asuncion]]<br /> [[Bernardo]]
 
|[[Asuncion]]<br /> [[Bernardo]]
Line 64: Line 64:
 
<div class="gamerules">
 
<div class="gamerules">
 
===Game Rules===
 
===Game Rules===
Any ’Mech with MASC can activate the system as it declares which movement mode it will use. The player declares that he is using the MASC system and immediately rolls 2D6 (before the ’Mech moves).
+
For Inner Sphere 'Mechs, MASC takes up a number of critical spots equal to a 'Mech's tonnage divided by 20, rounded up, and an equal tonnage. For Clan 'Mechs, MASC takes up a number of critical spots equal to a 'Mech's tonnage divided by 25, rounded up, and an equal tonnage. MASC is a single piece of equipment, unlike [[Endo Steel]] or [[Ferro-Fibrous]] armor, and the critical spaces must be allocated to a single location. Destruction of that location or a critical hit to the MASC will destroy the equipment.
On a result of 3 or higher, the ’Mech can run that turn at a speed equal to double its current Walking MP. On a result of 2, the player automatically assigns one critical hit to each leg that has not yet been destroyed; the players does not roll on the determining critical hits table. For a biped with both functioning legs, two critical hits would be assigned, one to each leg, while a four-legged ’Mech would assign a total of four critical hits, one to each leg; this damage is applied before the ’Mech moves. Any speed reductions that occur apply immediately, with the controlling player recalculating the appropriate Walking MP and then doubling that new number to determine how many total MPs the ’Mech may expend that turn due to the MASC system activation. The player must roll 2D6 every turn the ’Mech is using MASC to determine whether or the system delivers a critical hit to each leg. On the second consecutive turn of MASC use, a result of 4 or less inflicts a critical hit to each leg. A result of 6 or less inflicts a critical hit to each leg on the third consecutive turn, 10 or less on the fourth, and the fifth turn of MASC use, a critical hit is automatically assigned to each leg. For each turn in which the system is not used, reduce the target number at which critical hits are assigned by one interval, but never below 3. For example, a player using MASC for three consecutive turns needs a result of 7 or higher on the third turn to stay mobile. After an intervening turn of not using the system, the player needs a 5 or higher to avoid inflicting critical hits on the ’Mechs legs. Two turns without using MASC reduces the threshold number to the original 3.
 
  
'''Piloting Skill Rolls:''' Any Piloting Skills that might result from the critical hits are resolved immediately, before the ’Mech moves.  
+
When a player first activates MASC, they roll 2D6. On a result of 3+, the MASC operates normally. On a 2, the 'Mechs leg actuators freeze up, immobilizing them for the rest of the game. The second consecutive turn MASC is used, the target number increases by two, to 5. On the third turn, it increases to 7, and so on. If a player ceases to use MASC for one turn, the target number is reduced by one. So if a player uses MASC on consecutive turns, does not use it on turn 3, then wishes to use it on turn 4, his target number will be 4. If ever the target number isn't reached on a roll, the 'Mech is immobilized.
  
'''Critical Hits:''' When a MASC slot suffers a critical hit, the equipment ceases to function for the remainder of the game. If the critical damage occurs during the Movement Phase (Ground) while the ’Mech is using MASC (for example, because of a fall), the MASC immediately stops functioning and the player must recalculate the unit’s MP. If this recalculation results in the unit having already expended more MP than it has available, its movement ends.
+
When its successfully activated, the MASC allows the unit to run at double its standard walking speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. Though obviously unreliable if used continuously, if used wisely it can have a devastating effect in combat.
 
</div>
 
</div>
  
Line 77: Line 76:
 
*''[[Technical Readout: 2750]]''
 
*''[[Technical Readout: 2750]]''
 
*''[[Technical Readout: 3050]]''
 
*''[[Technical Readout: 3050]]''
*''[[Total Warfare]]''
 
  
  
 
[[Category:Technology]]
 
[[Category:Technology]]

Revision as of 15:58, 18 January 2014

Description

Myomer Accelerator Signal Circuitry is a piece of equipment that allows a BattleMech to move twice its walking speed. However, actuators were not built for this kind of stress, and prolonged usage of MASC systems can lock up the actuators in a 'Mech, and cause it to be immobilized.

Manufacturing

MASC System is manufactured on the following planets:

Brand Planet Company
Defiance Accelerator Mk V Hesperus II Defiance Industries
Diplan Twitcher II Luthien Defiance Motors
Earthwerks MASC System 1 Asuncion Earthwerks Incorporated
Earthwerks MASC System 3 Grand Base Earthwerks Incorporated
General Motors MASC-B Kathil General Motors
General Motors MASC-B Irian Irian BattleMechs Unlimited
General Motors MASC-B Coventry Coventry Metal Works
Kallon M3-Adrenaline Nanking Kallon Industries
Kallon M3-Adrenaline Thermopolis Kallon Industries


Type Used by Manufacturer Planet
N/A FLE-17 Flea [1] Earthwerks Incorporated Asuncion
Bernardo


Rules

Game Rules

For Inner Sphere 'Mechs, MASC takes up a number of critical spots equal to a 'Mech's tonnage divided by 20, rounded up, and an equal tonnage. For Clan 'Mechs, MASC takes up a number of critical spots equal to a 'Mech's tonnage divided by 25, rounded up, and an equal tonnage. MASC is a single piece of equipment, unlike Endo Steel or Ferro-Fibrous armor, and the critical spaces must be allocated to a single location. Destruction of that location or a critical hit to the MASC will destroy the equipment.

When a player first activates MASC, they roll 2D6. On a result of 3+, the MASC operates normally. On a 2, the 'Mechs leg actuators freeze up, immobilizing them for the rest of the game. The second consecutive turn MASC is used, the target number increases by two, to 5. On the third turn, it increases to 7, and so on. If a player ceases to use MASC for one turn, the target number is reduced by one. So if a player uses MASC on consecutive turns, does not use it on turn 3, then wishes to use it on turn 4, his target number will be 4. If ever the target number isn't reached on a roll, the 'Mech is immobilized.

When its successfully activated, the MASC allows the unit to run at double its standard walking speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. Though obviously unreliable if used continuously, if used wisely it can have a devastating effect in combat.

References

  1. Technical Readout: 3050, p.50-51

Bibliography