Technical readout 2866 Rise of the Scavengers
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slot in both <strong>the</strong> right and left torso. If using <strong>the</strong> optional expanded engine critical rules, <strong>the</strong>se “Fusion Core” slots are assigned to <strong>the</strong> center torso, and <strong>the</strong> “Magnetohydrodynamics<br />
Generator” slot to one side torso and <strong>the</strong> “Regenerative Cooling System” to <strong>the</strong> o<strong>the</strong>r torso.<br />
In this way it is possible to “build” an XL engine. Such an engine, however, would weigh 60% <strong>of</strong> <strong>the</strong> original engine weight and occupy a total <strong>of</strong> four critical slots in ei<strong>the</strong>r torso.<br />
Partial Ferro-Fibrous Armor Replacement:<br />
Ferro-Fibrous armor is extinct throughout <strong>the</strong> Inner Sphere as <strong>of</strong> 2810. However, caches <strong>of</strong> this advanced combat armor may still be found in lost Star League caches or even scavenged <strong>of</strong>f<br />
<strong>the</strong> chassis <strong>of</strong> long destroyed BattleMechs. Ferro-Fibrous armor provides roughly 12% greater protection for <strong>the</strong> same weight. This greater protection is largely due to <strong>the</strong> diamond fiber<br />
filament woven through <strong>the</strong> steel layer <strong>of</strong> <strong>the</strong> armor itself. While standard armor provides 16 points <strong>of</strong> protection per ton, Ferro-Fibrous provides roughly 18. This increased protection comes<br />
at a cost. Ferro-Fibrous armor, although it weighs <strong>the</strong> same, is considerably bulkier than its standard counterpart. Any location that mounts Ferro-Fibrous armor must assign two critical slots<br />
to account for <strong>the</strong> increased space it takes. Note this makes it impossible to use both Endo-Steel and Ferro-Fibrous armor in any location with fewer than four free critical slots.<br />
If a sufficient quantity <strong>of</strong> Ferro-Fibrous armor can be located, it is possible to increase <strong>the</strong> overall protection <strong>of</strong> ‘Mech or to reduce <strong>the</strong> weight required to maintain <strong>the</strong> current level <strong>of</strong><br />
protection. Generally speaking, 3.5 tons <strong>of</strong> Ferro-Fibrous armor gives <strong>the</strong> equivalent protection as 4 tons <strong>of</strong> standard armor. Thus, if a BattleMech carried a total <strong>of</strong> four tons <strong>of</strong> armor across<br />
both <strong>of</strong> its legs, this level <strong>of</strong> protection could be maintained by 3.5 tons <strong>of</strong> Ferro-Fibrous armor although it would take up both free critical slots in each leg. This would result in freeing up a<br />
half-ton for additional equipment. Conversely, it could instead maintain <strong>the</strong> four tons <strong>of</strong> armor and increase <strong>the</strong> armor on each leg from 32 points to 36 points.<br />
Optional Rules<br />
LRM Damage Location Resolution:<br />
LRM damage may be resolved on a per missile basis instead <strong>of</strong> <strong>the</strong> standard five-point groupings. Roll first on <strong>the</strong> Cluster Table to determine how many missiles hit and <strong>the</strong>n roll locations for<br />
each one. For example, an LRM-10 hits and <strong>the</strong>n rolls on <strong>the</strong> Cluster Table to determine how many. Six missiles in total strike <strong>the</strong> target. Roll 2d6 six times to determine <strong>the</strong> location each <strong>of</strong><br />
<strong>the</strong> six missiles hit.<br />
Autocannon Rate <strong>of</strong> Fire:<br />
Autocannons may be fired at twice <strong>the</strong> standard rate <strong>of</strong> fire. For each round <strong>the</strong> autocannon fires at an accelerated rate <strong>the</strong>re is a chance <strong>the</strong> weapon jams. On <strong>the</strong> first round if <strong>the</strong> to hit roll<br />
is 3 or less <strong>the</strong> weapon jams. If <strong>the</strong> MechWarrior chooses to continue to fire at <strong>the</strong> maximum rate <strong>the</strong> chance <strong>of</strong> jamming is increased by +2 for each subsequent round. So, two successive<br />
rounds would make a jam occur on a to-hit roll <strong>of</strong> 5 or less, while three consecutive rounds would raise <strong>the</strong> chance <strong>of</strong> jamming to a roll <strong>of</strong> seven or under. Once <strong>the</strong> weapon is jammed, it<br />
cannot be used again until cleared by a Technician.<br />
Ammunition Bin Size:<br />
Ammunition can be allotted in half ton increments for any weapon. When doing so, round down if<br />
necessary. For example, a half ton <strong>of</strong> SRM-4 ammunition would hold 12 rounds. A half ton <strong>of</strong> AC/5<br />
ammunition would hold only two rounds.<br />
Ammunition Critical Hits:<br />
When an ammunition bin takes a critical hit, a second critical hit roll is immediately made. A second<br />
successful critical roll indicates <strong>the</strong> ammunition bin has catastrophically exploded. Calculate damage<br />
based on all <strong>of</strong> <strong>the</strong> remaining rounds multiplied by <strong>the</strong> maximum damage <strong>of</strong> each round.<br />
However, if <strong>the</strong> second critical roll fails, <strong>the</strong> feed mechanism has been destroyed instead. Assign<br />
damage equal to one exploded round directly to <strong>the</strong> internal structure <strong>of</strong> <strong>the</strong> housing location. At this<br />
point any weapon using that ammunition can no longer fire due to <strong>the</strong> inability <strong>of</strong> it to be reloaded. Note,<br />
this additional damage does one point <strong>of</strong> damage to <strong>the</strong> MechWarrior and itself results in ano<strong>the</strong>r chance<br />
for critical damage due to <strong>the</strong> destruction <strong>of</strong> internal structure.<br />
Supply Depots<br />
Some units are better supplied than o<strong>the</strong>rs, but all units maintain some level <strong>of</strong> repair and replacements<br />
parts. Generally speaking, a unit maintains a stockpile <strong>of</strong> parts equal to 30% <strong>of</strong> <strong>the</strong> combined weight <strong>of</strong><br />
<strong>the</strong> unit. For example, a lance with a combined weight <strong>of</strong> 200 tons would have 60 tons <strong>of</strong> parts on hand<br />
A VTR-9K Victor raises it Imperator Zeta-A Class 20 autocannon in triumph. at any given time. The distribution <strong>of</strong> parts also follows a general formula. The best way to determine<br />
<strong>the</strong> exact stockpile <strong>of</strong> parts, munitions, etc, any given unit possesses is to first determine <strong>the</strong> composition<br />
<strong>of</strong> <strong>the</strong> force.<br />
The tables below reflect <strong>the</strong> BattleMechs most commonly found in each <strong>of</strong> <strong>the</strong> Great House militaries. The tables are based largely on <strong>the</strong> ‘Mech production capability, and to a lesser degree<br />
‘Mech stockpiles, <strong>of</strong> <strong>the</strong> House during <strong>the</strong> Third Succession War era. The House militaries have begun to streamline <strong>the</strong> array <strong>of</strong> ‘Mechs found in <strong>the</strong>ir line regiments, largely for logistical<br />
reasons. Older, out <strong>of</strong> production models are rarely found among active combat units and when <strong>the</strong>y are it is usually due to <strong>the</strong>ir unique capabilities or a strong MechWarrior preference.<br />
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