Difference between revisions of "Myomer Accelerator Signal Circuitry"

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{{Update Needed|[[TechManual]]}}
 
 
 
== Description ==
 
== 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>
 
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>
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<div class="gamerules">
 
<div class="gamerules">
 
=== Game 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.<ref name="TWp137">''Total Warfare'', p. 137, "Combat - (MASC) Myomer Accelerator Signal Circuitry"</ref>
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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 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 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, the 'Mech is immobilized.<ref name="TWp137"/>
+
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.<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.<ref name="TWp137"/>

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