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Difference between revisions of "Radical Heat Sink System"

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== Description ==
 
== 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 Pod]]s. 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.<ref>''Field Manual: 3145'', p. 247</ref>
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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 Pod]]s. Radical Heat Sinks, however, can fail through repeated use, especially if used continuously. [[MechWarrior (pilot)|MechWarriors]] are advised to use the system sparingly in cases of emergency as one might for a limited use system such as [[MASC]].<ref>''Field Manual: 3145'', p. 247</ref>
  
 
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== Game Rules ==
 
== 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.<ref>''Tactical Operations'', p. 304</ref>
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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.<ref>''Tactical Operations'', p. 304</ref>
 
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Revision as of 22:02, 11 June 2015

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]

References

  1. Field Manual: 3145, p. 247
  2. Tactical Operations, p. 304

Bibliography