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Technical readout 2866 Rise of the Scavengers

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generating electrical current. Critical damage to this sub-system results in a significant, but not complete, loss <strong>of</strong> power. The regenerative cooling system, while far less efficient and much<br />

smaller, also generates electrical power along with limited lithium-based battery backup. The loss <strong>of</strong> power reduces <strong>the</strong> speed <strong>of</strong> <strong>the</strong> BattleMech in half and causes all energy-based<br />

weaponry to deal only half damage.<br />

Regenerative Cooling System – While <strong>the</strong> MHD generator can approach an astounding 90%<br />

efficiency, <strong>the</strong>re is still a great deal <strong>of</strong> waste heat created. A secondary power generation system<br />

reclaims energy from this waste heat using a much more traditional and well-understood method,<br />

a closed cycle gas turbine. The waste heat is used to heat gas, such as nitrogen or helium,<br />

which flows through a rotary turbine that in turn generates electricity. Not only does this provide<br />

additional electrical power to <strong>the</strong> BattleMech, but it also in effect dissipates a significant amount<br />

<strong>of</strong> waste heat by converting it into useful energy. In fact, for just this reason <strong>the</strong> regenerative<br />

cooling systems is <strong>of</strong>ten thought <strong>of</strong> as heat sinks “hidden” in <strong>the</strong> engine.<br />

When this system is damaged, it is not <strong>the</strong> loss <strong>of</strong> electrical power that impairs <strong>the</strong> BattleMech,<br />

but <strong>the</strong> loss <strong>of</strong> <strong>the</strong> additional cooling capacity. The exact amount <strong>of</strong> additional heat generated<br />

depends on <strong>the</strong> engine’s rating, which in turn determined how many heat sinks were “hidden” in<br />

<strong>the</strong> engine. One heat sink is “hidden” for each full 25 points <strong>of</strong> <strong>the</strong> engine rating. For example, a<br />

Vox 280 whose regenerative cooling system has taken a critical hit, would generate 11 points <strong>of</strong><br />

additional heat per round, unless <strong>the</strong> BattleMech only had a total <strong>of</strong> 10 heat sinks, in which case<br />

<strong>the</strong> number would be reduced to 10. An Omni 150 with damage to <strong>the</strong> regenerative cooling<br />

system would generate an additional 6 points <strong>of</strong> heat.<br />

A JR7-D Jenner takes a critical hit to <strong>the</strong> leg from an enemy AS7-D Atlas.<br />

Engine Shielding – The heavy tungsten carbide shielding that blocks radiation and, to a lesser<br />

extent, heat from <strong>the</strong> fusion core easily accounts for <strong>the</strong> majority <strong>of</strong> <strong>the</strong> engine’s mass. Designed<br />

to protect <strong>the</strong> core, as well as radiation from <strong>the</strong> pilot, <strong>the</strong> shielding can actually absorb a<br />

considerable amount <strong>of</strong> damage before completely failing. For each engine shielding critical hit<br />

<strong>the</strong> engine generates an additional 5 points <strong>of</strong> heat. If all <strong>of</strong> three locations representing <strong>the</strong><br />

engine shielding are destroyed <strong>the</strong> reactor is immediately shutdown to prevent both life<br />

threatening radiation leakages and catastrophic overheating.<br />

Reaction Wheels – The gyroscope <strong>of</strong> a non jump-capable BattleMech contains three sets <strong>of</strong> counter rotating wheels that are fixed directly to <strong>the</strong> internal structure. The three sets <strong>of</strong> wheels<br />

are set at 90-degree angles from each o<strong>the</strong>r, one set tasked to <strong>the</strong> z-axis, one to <strong>the</strong> y-axis, and one to <strong>the</strong> z-axis. When both <strong>the</strong> BattleMech’s balance sensors and <strong>the</strong> MechWarrior’s<br />

neurohelmet agree <strong>the</strong> ‘Mech is <strong>of</strong>f balance, <strong>the</strong> gyro pushes or pulls against <strong>the</strong> spin <strong>of</strong> <strong>the</strong> appropriate ring and uses <strong>the</strong> resulting angular momentum to stabilize itself.<br />

Jump capable ‘Mechs are considerably more sensitive to unwanted gyroscopic effects. To help minimize this, <strong>the</strong>ir Gyroscopes are housed in a series <strong>of</strong> three freely moving concentric<br />

spheres. The rings are located inside <strong>of</strong> <strong>the</strong>se spheres. Depending on <strong>the</strong> angular momentum need to stabilize <strong>the</strong> <strong>of</strong>f balance ‘Mech, one or more <strong>of</strong> <strong>the</strong>se spinning spheres is temporarily<br />

immobilized and <strong>the</strong> resulting torque used to rectify <strong>the</strong> balance.<br />

When one <strong>of</strong> <strong>the</strong>se rings is destroyed, <strong>the</strong> MechWarrior must make an immediate piloting check with a +3 penalty or fall. During subsequent turns, if <strong>the</strong> ‘Mech runs or jumps, at <strong>the</strong> end <strong>of</strong><br />

<strong>the</strong> move it must also make a piloting check with <strong>the</strong> same +3 penalty or fall. All o<strong>the</strong>r piloting checks apply <strong>the</strong> +3 penalty.<br />

If a second set <strong>of</strong> rings takes a critical hit, <strong>the</strong> gyro is effectively destroyed and <strong>the</strong> BattleMech automatically falls. The MechWarrior must make a piloting check with a +6 penalty to avoid <strong>the</strong><br />

damage from this fall. At this point <strong>the</strong> BattleMech may still change facing given it has enough movement points and may also fire weapons following <strong>the</strong> standard Firing When Down rules.<br />

While it is unable to stand, it is not considered an immobile target.<br />

Gyro Housing – When <strong>the</strong> Gyro Housing is damaged, <strong>the</strong>re is a chance one <strong>of</strong> <strong>the</strong> rings is damaged as well. When <strong>the</strong> Gyro Housing takes a critical hit, a second critical roll is made<br />

immediately after. If this second critical roll is successful, one <strong>of</strong> <strong>the</strong> Reaction Wheels was also damaged by <strong>the</strong> hit. In this case, where both <strong>the</strong> Gyro Housing and at least one set <strong>of</strong> <strong>the</strong><br />

Reaction Wheels were damaged, <strong>the</strong> gyro is effectively destroyed and <strong>the</strong> ‘Mech automatically falls. In all o<strong>the</strong>r aspects, treat a Gyro Housing critical hit in <strong>the</strong> same way as a Reaction<br />

Wheel critical hit.<br />

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