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Technical readout 2866 Rise of the Scavengers

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Expanded Head Criticals<br />

The head <strong>of</strong> a BattleMech contains many critical command and control systems. The standard record sheet simplifies this list into three<br />

generic areas: sensors, life support, and <strong>the</strong> cockpit. To provide a more realistic accounting <strong>of</strong> <strong>the</strong> systems located in <strong>the</strong> head, <strong>the</strong><br />

following revised head critical slots can be used.<br />

1. Life Support<br />

2. Targeting and Tracking<br />

3. Cockpit<br />

4. Roll Again<br />

5. Communications<br />

6. Diagnostic Interpretation<br />

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

Life Support – A critical hit to <strong>the</strong> life support destroys <strong>the</strong> system. Each Heat Phase <strong>the</strong> ‘Mechs internal temperature is between 10-20,<br />

<strong>the</strong> MechWarrior takes 1 point <strong>of</strong> damage. If <strong>the</strong> heat is 20+, <strong>the</strong> MechWarrior takes two points <strong>of</strong> damage. A critical hit also destroys <strong>the</strong><br />

internal air supply and biological filters. If <strong>the</strong> BattleMech is operating in a hostile environment, <strong>the</strong> MechWarrior takes 1 point <strong>of</strong> damage<br />

each turn it remains in <strong>the</strong> hostile environment.<br />

Targeting and Tracking – A critical hit to <strong>the</strong> targeting and tracking system destroys it, forcing <strong>the</strong> MechWarrior to rely on unassisted<br />

direct line-<strong>of</strong>-sight for targeting. This imposes a +4 penalty to weapons fire. There is no penalty for physical attacks.<br />

Cockpit – A critical hit to <strong>the</strong> cockpit kills <strong>the</strong> MechWarrior, rendering <strong>the</strong> ‘Mech inoperable until repaired.<br />

Communications – A critical hit to <strong>the</strong> communications system destroys it, leaving <strong>the</strong> MechWarrior incapable <strong>of</strong> communicating with<br />

o<strong>the</strong>r units and effectively cutting it <strong>of</strong>f from <strong>the</strong> chain <strong>of</strong> command. The MechWarrior suffers a -2 penalty to <strong>the</strong>ir individual initiative roll<br />

due to <strong>the</strong>ir degraded situational awareness.<br />

A DRG-1N Dragon crushes <strong>the</strong> head <strong>of</strong> an enemy<br />

‘Mech as a Quickdraw watches on.<br />

Diagnostic Interpretative Computer – The DI computer monitors and manages all <strong>the</strong> internal systems <strong>of</strong> <strong>the</strong> BattleMech. Such things<br />

as internal structure, armor, actuators, myomers, heatsinks, as well as <strong>the</strong> interface between <strong>the</strong> Mechwarrior’s neurohelmet and <strong>the</strong><br />

gryo. It also feeds information to <strong>the</strong> targeting and tracking system, prevents <strong>the</strong> ‘Mech from damaging itself, and provides constant<br />

feedback on <strong>the</strong> condition <strong>of</strong> <strong>the</strong> ‘Mech. However, since its operation is critical to <strong>the</strong> performance on <strong>the</strong> BattleMech, a level <strong>of</strong><br />

redundancy is built it. If <strong>the</strong> DI is destroyed, a smaller, less capable, backup takes over. This results in significant impairment, but at<br />

least keeps <strong>the</strong> ‘Mech operable. When <strong>the</strong> DI is destroyed, all gunnery and piloting checks are made with a +2 penalty. In addition, <strong>the</strong><br />

round <strong>the</strong> DI is destroyed <strong>the</strong> MechWarior must make an immediately piloting check with <strong>the</strong> +2 penalty. If this check fails, <strong>the</strong> ‘Mech<br />

falls.<br />

Expanded Construction Rules<br />

An ACR-2R Archer undergoes extensive repairs. 140<br />

Under-sized Engines:<br />

A ‘Mech may utilize a fusion engine with a lesser rating than standard construction rules allow. For example, a LCT-1V Locust utilizes a<br />

LTV 160 fusion engine, giving it 8 movement points. The engine is severely damaged in battle, however <strong>the</strong> unit salvages an Omni 150.<br />

With penalties, <strong>the</strong> Omni 150 can be used to replace <strong>the</strong> Locust’s LTV 160. For every 5-point difference between <strong>the</strong> standard and<br />

replacement engine, <strong>the</strong> pilot suffers a +1 penalty on piloting checks. In addition, <strong>the</strong>y also lose one movement point. So a Locust pilot<br />

using an Omni 150 to power <strong>the</strong>ir BattleMech would have seven movement points and a +2 penalty on all piloting checks.<br />

Over-sized Engines:<br />

A ‘Mech may utilize a fusion engine with a greater rating than standard construction rules allow. For each 5-point difference between <strong>the</strong><br />

standard and replacement engine, <strong>the</strong> engine generates one additional heat point when operating. A PNT-9R Pan<strong>the</strong>r is built around a<br />

Hermes 140 fusion engine and has 4 movement points. The engine is destroyed and replaced with an Omni 150. The Pan<strong>the</strong>r is<br />

assessed a +2 heat penalty every round <strong>the</strong> ‘Mech is in operation. It does not gain any additional movement points for <strong>the</strong> over-sized<br />

engine.<br />

When using any non-standard replacement engine, <strong>the</strong> difference in weight must also be properly accounted for using standard

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