Difference between revisions of "Myomer Accelerator Signal Circuitry"

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==Description==
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== 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.
+
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>
  
==Manufacturing==
+
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>
MASC System is manufactured on the following planets:
 
  
{| width='500'
+
== 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]]
+
| [[General Motors]]<br>[[Irian BattleMechs Unlimited]]<br>[[Coventry Metal Works]]
|-
+
| ???
| General Motors MASC-B
+
| {{cn}}
| [[Irian]]
 
| [[Irian BattleMechs Unlimited]]
 
 
|-
 
|-
| General Motors MASC-B
+
| [[Kallon M3-Adrenaline]]
| [[Coventry]]
+
| [[Nanking]]/[[Thermopolis]]
| [[Coventry Metal Works]]
 
|-
 
| Kallon M3-Adrenaline
 
| [[Nanking]]
 
| [[Kallon Industries]]
 
|-
 
| Kallon M3-Adrenaline
 
| [[Thermopolis]]
 
 
| [[Kallon Industries]]
 
| [[Kallon Industries]]
 +
| ???
 +
| {{cn}}
 
|}
 
|}
  
 
+
== Rules ==
{|class="wikitable"
 
! Type
 
! Used by
 
! Manufacturer
 
! Planet
 
|-
 
|N/A
 
|FLE-17 [[Flea]]<ref name=TWp137>''Total Warfare'', p.137 </ref>
 
|[[Earthwerks Incorporated]]
 
|[[Asuncion]]<br /> [[Bernardo]]
 
|}
 
 
 
 
 
==Rules==
 
 
<div class="gamerules">
 
<div class="gamerules">
===Game Rules===
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=== 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 rendering it unusable, though the mech will otherwise perform normally.<ref name="TWp137">''Total Warfare'', p. 137, "Combat - (MASC) Myomer Accelerator Signal Circuitry"</ref>
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 infl icts a critical hit to each leg. A result of 6 or less infl icts a critical hit to each leg on the third consecutive turn, 10 or less on the fourth, and the fi fth 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 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"/>
  
'''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.<ref name="TWp137"/>
 
</div>
 
</div>
  
==References==
+
== References ==
 
<references />
 
<references />
==Bibliography==
 
*''[[Technical Readout: 2750]]''
 
*''[[Technical Readout: 3050]]''
 
*''[[Total Warfare]]''
 
  
 +
== Bibliography ==
 +
* [[Second Succession War (Sourcebook)|''Second Succession War'']]
 +
* ''[[TechManual]]''
 +
* ''[[Total Warfare]]''
  
[[Category:Technology]]
+
[[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:

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

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]

References

  1. TechManual, p. 232, "Myomer Accelerator Signal Circuitry (MASC)"
  2. Second Succession War, p. 102, "Rules Annex - Weapons and Equipment Extinction Table"
  3. 3.0 3.1 3.2 Total Warfare, p. 137, "Combat - (MASC) Myomer Accelerator Signal Circuitry"

Bibliography