Difference between revisions of "Myomer Accelerator Signal Circuitry"
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− | 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 | + | == Description == |
+ | Introduced in [[2740]] by the [[Terran Hegemony]], the '''Myomer Accelerator Signal Circuitry''' (MASC) is a piece of equipment that allows a BattleMech to move at twice its walking speed. However, actuators were not built for this kind of stress, and prolonged usage of MASC systems can damage the leg actuators of a BattleMech. Although this is unlikely to immobilize the BattleMech, the danger of destroyed actuators is enough for cautious warriors to limit their use in battle.<ref name="TMp232">''TechManual'', p. 232, "Myomer Accelerator Signal Circuitry (MASC)"</ref> | ||
− | MASC | + | MASC was one of the many pieces of [[Star League]] technology that became [[LosTech]] in the [[Inner Sphere]] during the [[First Succession War]], becoming extinct in [[2795]].<ref name=SSWp102>''Second Succession War'', p. 102, "Rules Annex - Weapons and Equipment Extinction Table"</ref> |
− | {| | + | == Models == |
+ | The MASC System is manufactured on the following planets: | ||
+ | |||
+ | {|class="wikitable sortable" style="background: #gray; text-align:center; border: 2px solid black;" | ||
! Brand | ! Brand | ||
! Planet | ! Planet | ||
! Company | ! Company | ||
+ | ! Used by | ||
+ | ! References | ||
|- | |- | ||
− | | Defiance Accelerator Mk V | + | | [[Defiance Accelerator Mk V]] |
| [[Hesperus II]] | | [[Hesperus II]] | ||
| [[Defiance Industries]] | | [[Defiance Industries]] | ||
+ | | ??? | ||
+ | | {{cn}} | ||
|- | |- | ||
− | | Diplan Twitcher II | + | | [[Diplan Twitcher II]] |
| [[Luthien]] | | [[Luthien]] | ||
| [[Defiance Motors]] | | [[Defiance Motors]] | ||
+ | | ??? | ||
+ | | {{cn}} | ||
|- | |- | ||
− | | Earthwerks MASC System 1 | + | | [[Earthwerks MASC System 1]] |
| [[Asuncion]] | | [[Asuncion]] | ||
| [[Earthwerks Incorporated]] | | [[Earthwerks Incorporated]] | ||
+ | | ??? | ||
+ | | {{cn}} | ||
|- | |- | ||
− | | Earthwerks MASC System 3 | + | | [[Earthwerks MASC System 3]] |
| [[Grand Base]] | | [[Grand Base]] | ||
| [[Earthwerks Incorporated]] | | [[Earthwerks Incorporated]] | ||
+ | | ??? | ||
+ | | {{cn}} | ||
|- | |- | ||
− | | General Motors MASC-B | + | | [[General Motors MASC-B]] |
− | | [[Kathil]] | + | | [[Kathil]]<br>[[Irian]]<br>[[Coventry]] |
− | + | | [[General Motors]]<br>[[Irian BattleMechs Unlimited]]<br>[[Coventry Metal Works]] | |
− | + | | ??? | |
− | + | | {{cn}} | |
− | |||
− | | [[ | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | Kallon M3-Adrenaline | + | | [[Kallon M3-Adrenaline]] |
− | + | | [[Nanking]]/[[Thermopolis]] | |
− | | [[ | ||
− | |||
− | |||
− | |||
| [[Kallon Industries]] | | [[Kallon Industries]] | ||
+ | | ??? | ||
+ | | {{cn}} | ||
|} | |} | ||
− | <div | + | == Rules == |
− | ===Game Rules=== | + | <div class="gamerules"> |
− | 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. | + | === 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 rendering it unusable, though the mech will otherwise perform normally.<ref name="TWp137">''Total Warfare'', p. 137, "Combat - (MASC) Myomer Accelerator Signal Circuitry"</ref> | ||
− | 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 | + | 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 will suffer damage, the player must mark off a critical hit to every leg of the Mech. 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 two. 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 3. If ever the target number isn't reached on a roll, add a critical hit to the mech leg before the Mech moves, use the critical damage to factor in the new walk speed, then double that, and apply any piloting rolls as normal during the move.<ref name="TWp137"/> |
− | 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. | + | 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.<ref name="TWp137"/> |
</div> | </div> | ||
− | ==References== | + | == References == |
<references /> | <references /> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | == Bibliography == | ||
+ | * [[Second Succession War (Sourcebook)|''Second Succession War'']] | ||
+ | * ''[[TechManual]]'' | ||
+ | * ''[[Total Warfare]]'' | ||
− | + | [[Category:Technology|Myomer Accelerator Signal Circuitry]] |
Revision as of 23:31, 11 December 2018
Description
Introduced in 2740 by the Terran Hegemony, the Myomer Accelerator Signal Circuitry (MASC) is a piece of equipment that allows a BattleMech to move at twice its walking speed. However, actuators were not built for this kind of stress, and prolonged usage of MASC systems can damage the leg actuators of a BattleMech. Although this is unlikely to immobilize the BattleMech, the danger of destroyed actuators is enough for cautious warriors to limit their use in battle.[1]
MASC was one of the many pieces of Star League technology that became LosTech in the Inner Sphere during the First Succession War, becoming extinct in 2795.[2]
Models
The MASC System is manufactured on the following planets:
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 rendering it unusable, though the mech will otherwise perform normally.[3]
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 will suffer damage, the player must mark off a critical hit to every leg of the Mech. 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 two. 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 3. If ever the target number isn't reached on a roll, add a critical hit to the mech leg before the Mech moves, use the critical damage to factor in the new walk speed, then double that, and apply any piloting rolls as normal during the move.[3]
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.[3]