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<div class="gamerules"> <div class="gamerules">
===Game Rules=== ===Game Rules===
− Operating similarly to MASC, when a player first activates a supercharger, they roll 2D6. On a result of 3+, the supercharger operates normally, allowing the unit to move at twice its Cruising or Walking MP speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. On a failed activation roll, unlike MASC the critical hits are applied directly to engine for 'Mechs and to motive systems first and then destroying engine after immobilization. The Supercharger is automatically destroyed upon failure. Each consecutive turn the supercharger is used, the target number increases by 2, each turn the player ceases to use the supercharger the target number is reduced by 1. <ref name=MT-92/> IndustrialMechs and Support Vehicle apply an additional -1 modifier to the activation roll under TO rules. <ref name=TO-345/> + Operating similarly to MASC, when a player first activates a supercharger, they roll 2D6. On a result of 3+, the supercharger operates normally, allowing the unit to move at twice its Cruising or Walking MP speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. On a failed activation roll, unlike MASC the critical hits are applied directly to engine for 'Mechs and to motive systems first and then destroying engine after immobilization. The Supercharger is automatically destroyed upon failure. Each consecutive turn the supercharger is used, the target number increases by 2, each turn the player ceases to use the supercharger the target number is reduced by 1. <ref name=MT-92/> IndustrialMechs and Support Vehicle apply an additional -1 modifer to the activation roll under TO rules. <ref name=TO-345/>
The supercharger weighs one-tenth of the unit's engine weight (rounded up to the nearest half-ton) and occupies 1 critical slot on 'Mechs and one item location on vehicles. 'Mech carrying a supercharger must mount the system in a location that contains engine slots, either the center torso on standard engines or additionally the left or right torsos for [[Fusion Engine - Light|light]] and [[XL engine]]s. <ref name=TO-344>''Tactical Operations'', p. 344 "Advanced Weaponry and Equipment - Construction Rules - Supercharger"</ref> Superchargers can be pod-mounted by [[OmniMech]]s and [[OmniVehicle]]s. <ref name=MT-92/> The supercharger weighs one-tenth of the unit's engine weight (rounded up to the nearest half-ton) and occupies 1 critical slot on 'Mechs and one item location on vehicles. 'Mech carrying a supercharger must mount the system in a location that contains engine slots, either the center torso on standard engines or additionally the left or right torsos for [[Fusion Engine - Light|light]] and [[XL engine]]s. <ref name=TO-344>''Tactical Operations'', p. 344 "Advanced Weaponry and Equipment - Construction Rules - Supercharger"</ref> Superchargers can be pod-mounted by [[OmniMech]]s and [[OmniVehicle]]s. <ref name=MT-92/>
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<div class="gamerules"> | <div class="gamerules"> | ||
===Game Rules=== | ===Game Rules=== | ||
− | Operating similarly to MASC, when a player first activates a supercharger, they roll 2D6. On a result of 3+, the supercharger operates normally, allowing the unit to move at twice its Cruising or Walking MP speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. On a failed activation roll, unlike MASC the critical hits are applied directly to engine for 'Mechs and to motive systems first and then destroying engine after immobilization. The Supercharger is automatically destroyed upon failure. Each consecutive turn the supercharger is used, the target number increases by 2, each turn the player ceases to use the supercharger the target number is reduced by 1. <ref name=MT-92/> IndustrialMechs and Support Vehicle apply an additional -1 | + | Operating similarly to MASC, when a player first activates a supercharger, they roll 2D6. On a result of 3+, the supercharger operates normally, allowing the unit to move at twice its Cruising or Walking MP speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. On a failed activation roll, unlike MASC the critical hits are applied directly to engine for 'Mechs and to motive systems first and then destroying engine after immobilization. The Supercharger is automatically destroyed upon failure. Each consecutive turn the supercharger is used, the target number increases by 2, each turn the player ceases to use the supercharger the target number is reduced by 1. <ref name=MT-92/> IndustrialMechs and Support Vehicle apply an additional -1 modifer to the activation roll under TO rules. <ref name=TO-345/> |
The supercharger weighs one-tenth of the unit's engine weight (rounded up to the nearest half-ton) and occupies 1 critical slot on 'Mechs and one item location on vehicles. 'Mech carrying a supercharger must mount the system in a location that contains engine slots, either the center torso on standard engines or additionally the left or right torsos for [[Fusion Engine - Light|light]] and [[XL engine]]s. <ref name=TO-344>''Tactical Operations'', p. 344 "Advanced Weaponry and Equipment - Construction Rules - Supercharger"</ref> Superchargers can be pod-mounted by [[OmniMech]]s and [[OmniVehicle]]s. <ref name=MT-92/> | The supercharger weighs one-tenth of the unit's engine weight (rounded up to the nearest half-ton) and occupies 1 critical slot on 'Mechs and one item location on vehicles. 'Mech carrying a supercharger must mount the system in a location that contains engine slots, either the center torso on standard engines or additionally the left or right torsos for [[Fusion Engine - Light|light]] and [[XL engine]]s. <ref name=TO-344>''Tactical Operations'', p. 344 "Advanced Weaponry and Equipment - Construction Rules - Supercharger"</ref> Superchargers can be pod-mounted by [[OmniMech]]s and [[OmniVehicle]]s. <ref name=MT-92/> |