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Technical readout 2866 Rise of the Scavengers

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Fortunes are won and lost on <strong>the</strong> battlefields <strong>of</strong> <strong>the</strong> Inner Sphere. With <strong>the</strong> price <strong>of</strong> single medium laser able to support a typical family for at least<br />

two years, <strong>the</strong> lure <strong>of</strong> huge windfalls has proven irresistible to many. These men and women scour <strong>the</strong> war torn worlds <strong>of</strong> <strong>the</strong> Inner Sphere is hopes<br />

<strong>of</strong> making that one big find. They don’t fight for honor, <strong>the</strong>y don’t fight for some House Lord, in fact <strong>the</strong>y rarely even work under contract. They are<br />

not mercenaries. They are scavengers.<br />

Like <strong>the</strong> vultures that descended upon <strong>the</strong> battlefields <strong>of</strong> old, <strong>the</strong>y pick <strong>the</strong> carcasses <strong>of</strong> military machines clean leaving nothing <strong>of</strong> value behind.<br />

They care nothing for who is fighting or why. Constantly lurking in <strong>the</strong> shadows <strong>of</strong> <strong>the</strong> war, <strong>the</strong>y venture out only to claim <strong>the</strong> fallen <strong>of</strong> victor and<br />

loser alike. For <strong>the</strong>m <strong>the</strong> prize is possession <strong>of</strong> <strong>the</strong> battlefield and even <strong>the</strong>n only for as long asit takes to salvage <strong>the</strong> remnants and depart.<br />

They have been known to attack both sides <strong>of</strong> a conflict, openly or in disguise. Whatever it takes to ensure greater destruction <strong>the</strong>reby increasing<br />

<strong>the</strong>ir chance to reclaim valuable parts. They have been known to make a temporary alliance with one side guaranteeing victory in exchange for <strong>the</strong><br />

rights to salvage <strong>the</strong> loser’s equipment from <strong>the</strong> battlefield. They have been known to visit worlds killed by nuclear radiation, deadly biological<br />

plagues, or caustic chemical weapons. They have even attempted to locate lost worlds in hopes <strong>of</strong> finding ancient factories, supply depots, or even<br />

just forgotten battlefields.<br />

But above all, <strong>the</strong>y dream <strong>of</strong> finding one <strong>of</strong> <strong>the</strong> legendary lostech caches, cleverly hidden Star League era facilities filled with advanced BattleMech<br />

technology and left behind by General Kerensky’s forces when <strong>the</strong>y departed <strong>the</strong> Inner Sphere forever. Technology spoken <strong>of</strong> in hushed whispers<br />

and sidelong glances. Weapons far more destructive than <strong>the</strong> ones made today. Weapons with range in excess <strong>of</strong> anything currently in<br />

production. Superior armor, structure, and heat dissipating materials. Advanced fire control systems, lightweight engines, and specialized<br />

munitions. And, <strong>of</strong> course, <strong>the</strong> greatest prize <strong>of</strong> all. The scavenger’s Holy Grail. A functional Star League BattleMech.<br />

An AWS-8Q under fire.<br />

Such a find, like winning <strong>the</strong> lottery, would set <strong>the</strong>m up, and whomever else <strong>the</strong>y chose, for <strong>the</strong> rest <strong>of</strong> <strong>the</strong>ir lives. Life is cheap, BattleMechs aren’t.<br />

Expanded Engine/Gyro Criticals<br />

The standard record sheet provides six engine critical slots and four gyro slots. Each <strong>of</strong> <strong>the</strong>se slots are treated <strong>the</strong> same in terms <strong>of</strong> critical effects. However, a more nuanced representation<br />

<strong>of</strong> <strong>the</strong> engine and gyro is possible by fur<strong>the</strong>r detailing each slot.<br />

1. Reactor Core<br />

2. Magnetohydrodynamics Generator<br />

3. Regenerative Cooling System<br />

4. Engine Shielding<br />

5. Reaction Wheels<br />

6. Reaction Wheels<br />

1. Reaction Wheels<br />

2. Gyro Housing<br />

3. Engine Shielding<br />

4. Engine Shielding<br />

5. Roll Again<br />

6. Roll Again<br />

The effects <strong>of</strong> critical hits on <strong>the</strong>se components are as follows:<br />

Reactor Core – The superheated plasma that circulates in <strong>the</strong> heart <strong>of</strong> <strong>the</strong> fusion engine is bounded by a series <strong>of</strong> extremely powerful electromagnets. This is where <strong>the</strong> actual fusion<br />

process is taking place. These magnets are arranged in such a way as to create a doughnut shaped pathway along which <strong>the</strong> plasma flows. Toroidal and poloidal arrangements <strong>of</strong><br />

electromagnets are by far <strong>the</strong> most common. A critical hit to this sub-system results in a dangerously unstable path for <strong>the</strong> plasma current. If <strong>the</strong> pathway deforms too abruptly, too much, or<br />

becomes too weak to contain <strong>the</strong> plasma, a catastrophic breach can occur. For this reason, when <strong>the</strong> containment field is damaged <strong>the</strong> fusion reactor is immediately and automatically shut<br />

down rendering <strong>the</strong> BattleMech inoperable.<br />

However, when <strong>the</strong> reactor core is damaged <strong>the</strong>re is a chance <strong>of</strong> a catastrophic breach occurring. A second critical hit roll is immediately made to determine if <strong>the</strong> core was actually<br />

breached. If <strong>the</strong> chamber is breached, air will be sucked into <strong>the</strong> superheated core where it will violently expand, resulting in a catastrophic explosion. This explosive <strong>the</strong>rmal expansion<br />

causes <strong>the</strong> BattleMech to take one point <strong>of</strong> damage for every 5 points <strong>of</strong> <strong>the</strong> engine rating. This damage is applied first to <strong>the</strong> internal structure <strong>of</strong> <strong>the</strong> center torso where <strong>the</strong> engine in<br />

located.<br />

Therefore, a Vox 280 fusion engine that took a critical hit directly to <strong>the</strong> reactor core and <strong>the</strong>n rolled a second critical would take 56 points <strong>of</strong> damage, first to <strong>the</strong> center torso internal structure<br />

than to any remaining armor. This virtually guarantees <strong>the</strong> complete destruction <strong>of</strong> <strong>the</strong> BattleMech although <strong>the</strong> MechWarrior may still be able to safely eject. For purposes <strong>of</strong> determining<br />

any possible salvage, excess damage is applied first to structure and <strong>the</strong>n to armor, to <strong>the</strong> right/left torso, <strong>the</strong>n head, left/right leg, and finally right/left arm. Units within 30 meters <strong>of</strong> <strong>the</strong><br />

explosion take half damage applied in 5-point clusters. At 60 meters <strong>the</strong> damage is reduced to one quarter, and at 90 meters damage is 1/8 <strong>of</strong> <strong>the</strong> original.<br />

Magnetohydrodynamics (MHD) Generator – The MHD generator converts <strong>the</strong>rmal energy into <strong>the</strong> electrical energy required to power <strong>the</strong> BattleMech and its energy intensive weaponry. It<br />

generally consists <strong>of</strong> a series <strong>of</strong> conductor loops wrapped around <strong>the</strong> reactor. The conductive plasma racing around in <strong>the</strong> reactor core passes repeatedly through <strong>the</strong>se conductor loops<br />

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