Difference between revisions of "Myomer Accelerator Signal Circuitry"
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== 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 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 | + | Introduced in [[2740]] by the [[Terran Hegemony]], the '''Myomer Accelerator Signal Circuitry''' (MASC) 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 damage the leg actuators of a BattleMech. Although this is unlikely to immobilizes 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> |
== Models == | == Models == |
Revision as of 14:10, 8 August 2016
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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 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 immobilizes the BattleMech, the danger of destroyed actuators is enough for cautious warriors to limit their use in battle.[1]
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.[2]
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.[2]
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.[2]