Difference between revisions of "Radical Heat Sink System"

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* [[Emergency Coolant System]]: A further evolution of the Radical Heat Sink System, designed to last longer by only activating when the Mech's heat levels exceed a certain threshold.
 
* [[Emergency Coolant System]]: A further evolution of the Radical Heat Sink System, designed to last longer by only activating when the Mech's heat levels exceed a certain threshold.
 
* [[Heat Sink Override Kit]]: A system developed concurrently with the Emergency Coolant System as a way of bypassing the engine's built-in safeguards, and thereby keeping the equipped unit in operation longer without shutting down, at the risk of causing damage to the engine. The Heat Sink Override Kit can be compared to the Supercharger in that regard.
 
* [[Heat Sink Override Kit]]: A system developed concurrently with the Emergency Coolant System as a way of bypassing the engine's built-in safeguards, and thereby keeping the equipped unit in operation longer without shutting down, at the risk of causing damage to the engine. The Heat Sink Override Kit can be compared to the Supercharger in that regard.
* [[Supercharger]]: A modification to an engine that enables it to operate beyond its normal operating parameters, increasing the equipped unit's movement speed for short bursts at the same issue of causing damage. The Supercharger can be compared to the Heat Sink Override Kit in that regard, and in a sense, can also be compared to the Radical Heat Sink System which is essentially a Supercharger for the mech's heat sinks.
 
  
 
== References ==
 
== References ==

Revision as of 16:49, 19 March 2018

Description

Introduced by the Federated Suns in 3122, the Reclaimed Coolant Flush Injector, more commonly known as the Radical Heat Sink System, increases the ability of the heat sink to flush excess heat much like Coolant Pods. Radical Heat Sinks, however, can fail through repeated use, especially if used continuously. MechWarriors are advised to use the system sparingly in cases of emergency as one might for a limited use system such as MASC.[1]

Game Rules

When declared at the beginning of the heat phase, the Radical Heat Sinks dissipate an additional point of heat for each heat sink, regardless of type, once per turn. Each time the system is activated, the player rolls 2d6 to determine if the system fails, with each consecutive turn increasing the chance of failure. Similar to the MASC rules, the target number for each consecutive turn increases: 3+ for first turn, 5 for the second, 7 for the third, 10 for the fourth, 11 for the fifth, and automatic failure on the sixth consecutive turn. While Radical Heat Sinks do not explode due to critical hits like Coolant Pods, they do suffer an additional point of heat for movement and another for firing weapons.[2]

See Also

  • Coolant Pod: The system that directly inspired the Radical Heat Sink System.
  • Emergency Coolant System: A further evolution of the Radical Heat Sink System, designed to last longer by only activating when the Mech's heat levels exceed a certain threshold.
  • Heat Sink Override Kit: A system developed concurrently with the Emergency Coolant System as a way of bypassing the engine's built-in safeguards, and thereby keeping the equipped unit in operation longer without shutting down, at the risk of causing damage to the engine. The Heat Sink Override Kit can be compared to the Supercharger in that regard.

References

  1. Field Manual: 3145, p. 247, "Radical Heat Sinks"
  2. Tactical Operations, pp. 303-304, "Coolant Pod"

Bibliography