Difference between revisions of "Blue Shield Particle Field Damper"

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In [[3051]], the [[Federated Commonwealth]] started research on the '''Blue Shield Particle Field Damper''', a defensive system that would cut down on damage from [[PPC]]s. The [[New Avalon Institute of Science]] produced a prototype in [[3053]]. While the field damper did shield the equipped unit from PPC fire, it was also notoriously unreliable in ground units. After roughly a minute of operation, the dust and other miscellaneous debris it sucked in began to adversely affect the operation of the damper, eventually resulting in shutdown of the system.<ref name=TO296>''Tactical Operations'', pg. 296</ref>
 
In [[3051]], the [[Federated Commonwealth]] started research on the '''Blue Shield Particle Field Damper''', a defensive system that would cut down on damage from [[PPC]]s. The [[New Avalon Institute of Science]] produced a prototype in [[3053]]. While the field damper did shield the equipped unit from PPC fire, it was also notoriously unreliable in ground units. After roughly a minute of operation, the dust and other miscellaneous debris it sucked in began to adversely affect the operation of the damper, eventually resulting in shutdown of the system.<ref name=TO296>''Tactical Operations'', pg. 296</ref>
  
In game terms, the Blue Shield occupies one slot for every location (excluding the head in [[BattleMech]]s) and weighs three tons.<ref name=TO296 />
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To delay this problem, MechWarriors are known to shut down the Blue Shield if there are no enemy units wielding PPCs. Then when a PPC-equipped foe arrives, they reactivate the system.
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==Game Notes==
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In game terms, the Blue Shield occupies one slot for every location (excluding the head in [[BattleMech]]s) and weighs three tons. All standard scale PPC damage (including [[Support PPC]] fire) is reduced by half to a minimum of 1 point (rounding damage down).<ref name=TO296 />
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When mounted on a ground unit, the Blue Shield can only operate without error for the first six turns of play. After that, there is a chance that the system will fail. On turn 7+, the controlling player must roll 2D6. If the roll is less than (2 + # of turns past 6) the system fails. For example, on turn 10 the Shield Damper will fail on a roll of 6 ( 2 + (10-6=) 4) or less.  The Blue Shield can be activated or deactivated in the End Phase of any turn. If a Particle Field Damper runs for 3 turns and is then deactivated, note that the system only has 3 turns of error-free operation left. (Deactivating the system doesn't restart the BSPFD's error free state at 0.)
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If an active Blue Shield suffers a critical hit, the system is destroyed (deactivated) and it inflicts a 5 point ammunition explosion in the slot that was hit. CASE will affect this explosion normally. Inactive Blue Shield critical slots that are damaged are destroyed, with no explosion.<ref name=TO296 />
  
 
==Notes==
 
==Notes==

Revision as of 11:28, 12 July 2010

In 3051, the Federated Commonwealth started research on the Blue Shield Particle Field Damper, a defensive system that would cut down on damage from PPCs. The New Avalon Institute of Science produced a prototype in 3053. While the field damper did shield the equipped unit from PPC fire, it was also notoriously unreliable in ground units. After roughly a minute of operation, the dust and other miscellaneous debris it sucked in began to adversely affect the operation of the damper, eventually resulting in shutdown of the system.[1]

To delay this problem, MechWarriors are known to shut down the Blue Shield if there are no enemy units wielding PPCs. Then when a PPC-equipped foe arrives, they reactivate the system.

Game Notes

In game terms, the Blue Shield occupies one slot for every location (excluding the head in BattleMechs) and weighs three tons. All standard scale PPC damage (including Support PPC fire) is reduced by half to a minimum of 1 point (rounding damage down).[1]

When mounted on a ground unit, the Blue Shield can only operate without error for the first six turns of play. After that, there is a chance that the system will fail. On turn 7+, the controlling player must roll 2D6. If the roll is less than (2 + # of turns past 6) the system fails. For example, on turn 10 the Shield Damper will fail on a roll of 6 ( 2 + (10-6=) 4) or less. The Blue Shield can be activated or deactivated in the End Phase of any turn. If a Particle Field Damper runs for 3 turns and is then deactivated, note that the system only has 3 turns of error-free operation left. (Deactivating the system doesn't restart the BSPFD's error free state at 0.)

If an active Blue Shield suffers a critical hit, the system is destroyed (deactivated) and it inflicts a 5 point ammunition explosion in the slot that was hit. CASE will affect this explosion normally. Inactive Blue Shield critical slots that are damaged are destroyed, with no explosion.[1]

Notes

  1. 1.0 1.1 1.2 Tactical Operations, pg. 296

Bibliography