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Battletech - Blood of Kerensky
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<blockquote data-quote="Jemal" data-source="post: 3703526" data-attributes="member: 9026"><p>Dire Lemming, I can help with some of that.</p><p></p><p>MASC(Myomer Accelerator Signal Circuitry): Each round it's active, you have to make a check on 2d6. If you fail, your legs sieze up and stop working (reduced to 0 MP and have +4 to piloting skill checks for reast of game). If you succeed, you can move at double your walking speed (instead of running at 150%).</p><p>The Difficulty is 3 the first round(anything but snake-eyes), 5 on the second, 7 on the third, 11 on the fourth, and if you leave it on for 5 rounds it auto-freezes. Each round you DON'T use it reduces the penalty by one step(until it's back to 3).</p><p></p><p>Lower arm/Hand actuators are for if you want to make mellee attacks (Which clanners don't do), or be able to grab stuff. I believe they're also useful if you loose a leg, get knocked over, and have to use them to stand up again. (not sure on that one).</p><p></p><p>ATM's are Automated Teller Machines, but I THINK you meant "AMS", which stands for Anti-Missile System. </p><p>AMS: The first salvo of missiles(Launched from a single rack) shot at you in a turn is affected. Roll 2d6, and the salvo has that many LESS missiles. THEN the attacker rolls attack roll and to see how many hit. You loose 1d6X2 ammo each time it fires.</p><p></p><p>Active Probe detects hidden mechs/vehicles if they are within it's operating radius at the end of the movement phase.</p><p>ECM (Electronic Counter-Measures) Defeats any Active Probes, Artemis IV Fire Control, Narc Beacon, or C3 Computer used within it's radius. (Does not screw with Friendlies)</p></blockquote><p></p>
[QUOTE="Jemal, post: 3703526, member: 9026"] Dire Lemming, I can help with some of that. MASC(Myomer Accelerator Signal Circuitry): Each round it's active, you have to make a check on 2d6. If you fail, your legs sieze up and stop working (reduced to 0 MP and have +4 to piloting skill checks for reast of game). If you succeed, you can move at double your walking speed (instead of running at 150%). The Difficulty is 3 the first round(anything but snake-eyes), 5 on the second, 7 on the third, 11 on the fourth, and if you leave it on for 5 rounds it auto-freezes. Each round you DON'T use it reduces the penalty by one step(until it's back to 3). Lower arm/Hand actuators are for if you want to make mellee attacks (Which clanners don't do), or be able to grab stuff. I believe they're also useful if you loose a leg, get knocked over, and have to use them to stand up again. (not sure on that one). ATM's are Automated Teller Machines, but I THINK you meant "AMS", which stands for Anti-Missile System. AMS: The first salvo of missiles(Launched from a single rack) shot at you in a turn is affected. Roll 2d6, and the salvo has that many LESS missiles. THEN the attacker rolls attack roll and to see how many hit. You loose 1d6X2 ammo each time it fires. Active Probe detects hidden mechs/vehicles if they are within it's operating radius at the end of the movement phase. ECM (Electronic Counter-Measures) Defeats any Active Probes, Artemis IV Fire Control, Narc Beacon, or C3 Computer used within it's radius. (Does not screw with Friendlies) [/QUOTE]
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