Mech MacGuffin - Extra Crunchy Order
Mech Problems
When I run Mechwarrior and other SciFi games , I like to have some good technobabble to explain what's broken or what the party needs in the way of a macguffin. Items in red tend to destroy the mech if not replaced or repaired quickly.
Fusion Plant
MD Flux Stabilizer
MD Snare Field Generator
Hydrogen Infuser
Bottle Coolant Pump (without this the engine cannot dump more than 1 point of heat per turn)
Plasma Relay Conduits (Main, Secondary, Tertiary) (runs the myomers, actuators , everything else)
Helium Recovery Switch (mech looses 1 heat sink permanently every turn it is overheated)
Proton Switch (engine generates +5 heat per turn)
Positron Stabilizer (all pilot and gunnery rolls are penalized)
Plasma Stabilizer
Primary Coolant System (mech generates +10 heat a round)
Emergency Coolant Relay
Emergency Coolant Dump
Core Control Computer (if the engine overheats the mech automatically shuts down)
Flush Pump
Vacume Pump
Spark Generator
Phased Energizer Relays (1-X) X is Engine Rating / 25 (let mech use energy weapons)
Core Heat Sink Interfaces (1-X) X is Engine Rating / 50 (let mech use more than 3 heat sinks)
Emergency Shutdown Relay
Gyroscope
Magnetic Balance
Neuro-Relay
High Speed Collision Interface Stabilzer
Micro-Algorythmic Data Analyzer (MIADA) (required to navigate ruins or water)
Number One-Three Axis Stabilizer (required to jump or crawl)
Power Servos 1-X (X is weight of Gyro)
Actuators
Myomer Bundle Charge Indicator
Myomer Charger (random failures of limb if not replaced)
Rapid Charge Relay (lets you run)
EM Six Relay (Control Pull Actions)
EM Four Relay (Controls Push Actions)
Macro-Algorythmic Data Analyzer (MAADA) (Measures stress and force expression)
RP-I Gears ( physically move myomers in case of damage)
Noble Gas Fire Extinguisher Ports
Sub-Relay Pump (Removes water and other liquids from system)
Weapons Control
Fire Control Computer (without this all shots only hit on a 12 on 2d6)
Laser Targeting Grid
Infra-Red Relay
Radar Array (allows long range fire period)
ECCM Module (allows long range fire vs mechs)
Emergency Fire Override Switch (weapon may fire at friendly opponents)
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