Difference between revisions of "Emergency Coolant System"

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==Game Rules==
 
==Game Rules==
Once a 'Mech has it's heat hit level 14, this system will automatically fire, regardless if the MechWarrior is conscious. The player then rolls 2D6 against the system failure table. This works very similarly to [[MASC]] with 3, 5, 7, 10 and automatic failure being the result of 5 consecutive uses if the dice roll below the target. On success, the heat of the 'Mech is reduced by 6, plus any Margin of Success above the target roll (so rolling a 12 on first activation will drop heat by a whopping 12 heat). If the roll fails however, the system will blow out, destroy itself, and damage the top most undamaged engine slot, regardless of where this system is mounted, transferring like an ammo explosion if all the slots where the ECS is mounted are damaged. The pilot can't be injured by a blowout however. On top of this, the 'Mech will generate 1 extra point of movement heat, even when standing still, and an additional point of heat if the 'Mech fires weapons that turn.<ref>''Interstellar Operations'' p. 92 Emergency Coolant System</ref>
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Once a 'Mech has it's heat hit level 14, this system will automatically fire, regardless if the MechWarrior is conscious. The player then rolls 2D6 against the system failure table. This works very similarly to [[MASC]] with 3, 5, 7, 10 as the target for consecutive uses and automatic failure being the result of 5 consecutive uses if the dice roll below the target. On success, the heat of the 'Mech is reduced by 6, plus any Margin of Success above the target roll (so rolling a 12 on first activation will drop heat by a whopping 12 heat). If the roll fails however, the system will blow out, destroy itself, and damage the top most undamaged engine slot, regardless of where this system is mounted, transferring like an ammo explosion if all the slots where the ECS is mounted are damaged. The pilot can't be injured by a blowout however. On top of this, the 'Mech will generate 1 extra point of movement heat, even when standing still, and an additional point of heat if the 'Mech fires weapons that turn.<ref>''Interstellar Operations'' p. 92 Emergency Coolant System</ref>
  
 
Separately, if this system is subject to a critical hit as a result of receiving damage, the system will explode like a 5 point ammo explosion, including pilot damage. Afterwards affect the 'Mech with the malus caused by a blowout to the system (though damage caused this way will not add the engine damage).<ref>''Interstellar Operations'' p. 92 Emergency Coolant System</ref>
 
Separately, if this system is subject to a critical hit as a result of receiving damage, the system will explode like a 5 point ammo explosion, including pilot damage. Afterwards affect the 'Mech with the malus caused by a blowout to the system (though damage caused this way will not add the engine damage).<ref>''Interstellar Operations'' p. 92 Emergency Coolant System</ref>

Revision as of 23:26, 16 December 2018

Description

The Emergency Coolant System developed by the Republic Institute of Strategic Combat is a further advancement of the Radical Heat Sink System. It is intended to last longer by automatically activating whenever the BattleMech exceeds a certain heat level. The system overall worked, but it had a tendency to fail catastrophically, and potentially destroy the engine in the process. Fortunately, it was configured in such a way that it couldn't be activated manually, which helped reduce the negative consequences of overusing the system.[1]

Game Rules

Once a 'Mech has it's heat hit level 14, this system will automatically fire, regardless if the MechWarrior is conscious. The player then rolls 2D6 against the system failure table. This works very similarly to MASC with 3, 5, 7, 10 as the target for consecutive uses and automatic failure being the result of 5 consecutive uses if the dice roll below the target. On success, the heat of the 'Mech is reduced by 6, plus any Margin of Success above the target roll (so rolling a 12 on first activation will drop heat by a whopping 12 heat). If the roll fails however, the system will blow out, destroy itself, and damage the top most undamaged engine slot, regardless of where this system is mounted, transferring like an ammo explosion if all the slots where the ECS is mounted are damaged. The pilot can't be injured by a blowout however. On top of this, the 'Mech will generate 1 extra point of movement heat, even when standing still, and an additional point of heat if the 'Mech fires weapons that turn.[2]

Separately, if this system is subject to a critical hit as a result of receiving damage, the system will explode like a 5 point ammo explosion, including pilot damage. Afterwards affect the 'Mech with the malus caused by a blowout to the system (though damage caused this way will not add the engine damage).[3]

References

  1. Interstellar Operations p. 92 Emergency Coolant System
  2. Interstellar Operations p. 92 Emergency Coolant System
  3. Interstellar Operations p. 92 Emergency Coolant System

Bibliography