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Korbel
Sergeant


Reged: 05/04/01
Posts: 215
Loc: IN
Masc & supercharger rule question... an easy one
      #23521 - 01/24/02 08:09 AM (206.152.237.32)

Can someone post the tonnage & crit requirements for both MASC & Superchargers for me... the table on Sarna only has an ' * ' I'm at work & want to complete my super-ultralight speedster mech... and then I'm going to calc its actual landspeed... Wow I'm a dork... Masc+Supercharger=wMP*3?

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Greyslayer
Major


Reged: 05/11/01
Posts: 1481
Loc: Queensland, Australia
Re: Do not become his enabler...
      #23544 - 01/24/02 12:38 PM (137.172.211.9)

thats fine both cannot be used together according to Maximum Tech from what I can remember. Its either one or the other.

Greyslayer


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Korbel
Sergeant


Reged: 05/04/01
Posts: 215
Loc: IN
Re: Do not become his enabler...
      #23546 - 01/24/02 01:04 PM (206.152.237.32)

sheesh don't even go there...

I'll just get the info myself tonight when I have my books handy, And this is for a thread on another forum where we are talking about the fastest mechs possible... I'm not even going to play them...


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Greyslayer
Major


Reged: 05/11/01
Posts: 1481
Loc: Queensland, Australia
Re: Do not become his enabler...
      #23547 - 01/24/02 01:07 PM (137.172.211.9)

We all know the fastest mech possible is the one that has its jump deacceleration fail on atmospheric entry

Greyslayer


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NathanKell
Major


Reged: 04/30/01
Posts: 1310
Re: Masc & supercharger rule question... an easy one
      #23549 - 01/24/02 02:47 PM (24.44.238.62)

Supercharger: 10% of engine weight, +1 crit per location with an engine crit. Rules are the same as MASC, but, instead of freezing the legs, you roll once on Determining Critical Hits and apply any and all crits to the engine. Start at the top of the CT engine crits and move down. Whether or not you get any crits, the Supercharger fails and is considered destroyed.
To combine with MASC, just put them both on. If both are activated in the same turn, roll for each, with a -1 penalty to each roll. Running MP = 2.5x Walking, and Sprinting = 3x Walking.
(MaxTech 2nd printing, Sept. 97)

--------------------
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson


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Black_Phoenix
Lieutenant


Reged: 08/17/01
Posts: 531
Re: Do not become his enabler...
      #23550 - 01/24/02 02:52 PM (207.252.105.225)

Don't forget about the ones that make reentry by being slingshot off of a warship at a full 2-g burn.

--------------------
History is much like an endless waltz. The three beats of war, peace and revolution continue on forever.
-Gundam Wing: Endless Waltz



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NathanKell
Major


Reged: 04/30/01
Posts: 1310
Re: Masc & supercharger rule question... an easy one
      #23551 - 01/24/02 02:53 PM (24.44.238.62)

Oops, forgot you wanted MASC too:
From BMR:
It's TSM with which MASC is incompatible.
MASC takes up mech tonnage/20 (round .5 up) tons and crits. (/25 for clans).
If you use it in a turn, roll 2d6. On 2, the leg actuators freeze. For the second consecutive turn, it's 4 or less, then 6, then 10, and the legs automatically freeze on the 5th consecutive turn. For each turn during which the MASC is inactive reduce the target by one block. It may never go below 3, though (i.e. 10, 6, 4, 3).

--------------------
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson


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