Editing Myomer Accelerator Signal Circuitry

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Meanwhile like many examples of former Terran Hegemony and SLDF tech the [[Clans]] never lost it and would refine the tech into a version taking up less space and weight vs the inner sphere grade original.
 
Meanwhile like many examples of former Terran Hegemony and SLDF tech the [[Clans]] never lost it and would refine the tech into a version taking up less space and weight vs the inner sphere grade original.
  
== Notes ==
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== Rules ==
* Game rules for MASC can be found in 2 rulebooks:
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<div class="gamerules">
** [[BattleMech Manual]] - On page 116
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=== Game Rules ===
** [[Total Warfare]]
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For Inner Sphere 'Mechs, MASC takes up a number of critical spots equal to a 'Mech's tonnage divided by 20, rounded up, and an equal tonnage. For Clan 'Mechs, MASC takes up a number of critical spots equal to a 'Mech's tonnage divided by 25, rounded up, and an equal tonnage. MASC is a single piece of equipment, unlike [[Endo Steel]] or [[Ferro-Fibrous]] armor, and the critical spaces must be allocated to a single location. Destruction of that location or a critical hit to the MASC will destroy the equipment rendering it unusable, though the mech will otherwise perform normally.<ref name="TWp137">''Total Warfare'', p. 137, "Combat - (MASC) Myomer Accelerator Signal Circuitry"</ref>
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When a player first activates MASC, they roll 2D6. On a result of 3+, the MASC operates normally. On a 2, the 'Mechs leg actuators will suffer damage, the player must mark off a critical hit to every leg of the Mech. The second consecutive turn MASC is used, the target number increases by two, to 5. On the third turn, it increases to 7, and so on. If a player ceases to use MASC for one turn, the target number is reduced by two. So if a player uses MASC on consecutive turns, does not use it on turn 3, then wishes to use it on turn 4, his target number will be 3. If ever the target number isn't reached on a roll, add a critical hit to the mech leg before the Mech moves, use the critical damage to factor in the new walk speed, then double that, and apply any piloting rolls as normal during the move.<ref name="TWp137"/>
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When it's successfully activated, the MASC allows the unit to run at double its standard walking speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. Though obviously unreliable if used continuously, if used wisely it can have a devastating effect in combat.<ref name="TWp137"/>
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</div>
  
 
== References ==
 
== References ==
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* ''[[TechManual]]''
 
* ''[[TechManual]]''
 
* ''[[Total Warfare]]''
 
* ''[[Total Warfare]]''
* ''[[BattleMech Manual]]''
 
  
 
[[Category:Technology|Myomer Accelerator Signal Circuitry]]
 
[[Category:Technology|Myomer Accelerator Signal Circuitry]]

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