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=== Internal systems === * '''Myomer''': A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs and attaches to the diagnostic interpretation computer (a series of processors and cables like nerve cables) to response to neurohelmet commands to the limb actuators and the gyro. Can be upgraded with other variant tech such as Triple Strength Myomer and Myomer Accelerator Signal Circuitry (called MASC) to boost either strength or speed at the risk of more frequent limb breakdowns. Apply 9-volt battery, kick foe in the 'nads. * '''Engines''': Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles are too small for fusion reactors (the excuse in case a hard sci-fi killjoy asks "why don't we just build a bunch of tanks?") so they're stuck with Internal Combustion Engines, Fuel Cells, and Fission Reactors. Yes, the rare Mech (typically an older model or an experimental one) actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn't take up too much valuable space. Try not to have it go critical, yeah? * '''Gyros''': Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the 'Mech stay upright. A close analogy is the series of reaction wheels used to keep real-life satellites, missiles, and torpedoes pointed steadily at their targets. Losing this means your 'Mech gets to lie down for an extended period of time, namely for the rest of the battle. * '''Armor''': The yang to weaponry's yin. Depending on the tech level you're playing at, can come in flavours ranging from plain ol' vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective, stealth cloaked, and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it's designed to slough off when hit and requires swapping in fresh modules after the fight is done. * '''Jump Jets''': Systems that make the 'Mech bounce along like little bunny Froo-froo. On 'Mechs, they're a fusion-rocket system, however vehicles and infantry sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone (a favorite of Highlander pilots). Also useful in combination with [[Drop Pod#BattleTech|Drop Pods]] for combat drops from DropShips onto combat zones that are too well defended to risk a conventional DropShip landing and BattleMech deployment. * '''Heat Sinks''': Glorified radiators, Heat Sinks are mechanisms (like liquid coolant pumps, tubes, and heat-exchangers found in car radiators or refrigerators) which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine's system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&T]]) in their undies. Some systems dabble with manual flushing fresh coolant into the BattleMech but are fragile and risk blowing up if damaged. Environmental factors like water, vacuum, and atmosphere can also be a boon or bane depending on your situation. * '''Ammo Storage''': Because you gotta put your bullets and missiles somewhere on your mech before you shoot 'em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which significantly reduces the chances that it will be set off unintentionally during combat. * '''Sensors:''' Alternatively called the Target Tracking System or Advanced Fire Control System, they're the eyes and ears that relay environmental and targeting data to a MechWarrior's cockpit; either in the form of neurohelmet VR feed or a cockpit display. Can be augmented from data from other units via the C3 Network, TAG beacons, or satellite feed. * '''C3 Network:''' short for '''C'''ommand, '''C'''ontrol, and '''C'''ommunication. It's a simple tight-beam comms network that can share targeting data between Mechs. It starts with the Command unit that three slave units (or six 3Ci units, if you're lucky enough to have them) connect to, and then all data collected by any one of the units is automatically shared to the other three. While potent, ECMs wreak havoc on C3 systems, and any lance that has one can be blinded in certain conditions if you figure out where the Command unit is, which is almost always in the Heavy/Assault Mech due to the command unit's size. * '''ECM Suites:''' Short for '''E'''lectronic '''C'''ounter-'''M'''easure, an ECM is an invaluable piece of hardware that can shut down enemy sensors and communications tech. On the tabletop, it produces a bubble around the Mech that can shut down certain bits of hardware like active probes or C3 systems. They're only available in certain Mechs however, as the technology is extremely precise and the Succession Wars completely robbed the Inner Sphere of the ability to manufacture them. * '''TAG:''' Short for '''T'''arget '''A'''cquisition '''G'''ear. Composed of a variable spectrum laser for target-marking and rang-finding, it's basically just [[markerlight]]s for Battletech, developed to overcome ECMs. Just expect to be extremely noticed (either as the targeted if you're unlucky to be painted by it or the targeter once every enemy detects your signal and rushed over to wreck your ride). Some alternative targeting gear includes sticky beacons fired by Scouts and missile fire control systems but those suffer from either shorter range or jamming. * '''Active Probe:''' Basically an enhanced sensor and data processing package, it's one of the few pieces of equipment that can reliably sense units covered by a jamming or active camouflage systems. The downside is that it eats a lot of valuable free space and power to use while also being expensive while being vulnerable to ECM suites. * '''Particle Field Damper:''' an experimental technology used to reduce the damage to BattleMechs from POC weapons by deionizing the electrical charge around the BattleMech. However, due to being easily shut down by dust and airborne debris being sucked into the system, any users tend to then it off if they think their opponents are not using PPC weapons. * '''Anti-infantry Pods:''' basically a mix of remotely activated explosive reactive armor or sensor guided machine guns, they help prevent Jump Jet infantry or Battle Armor infantry from boarding a BattleMech to either attach explosives or break into the MechWarrior’s cockpit. * '''Stealth Systems:''' ranging from passive stealth armor that cloaks heat and electric signatures to the optical camouflage capabilities in the Void Signature System, these experimental technologies enable a BattleMech to hid from sensor-based detection, visual detection, or both. Unfortunately, they’re also just as complicated as ECM and C3 systems while requiring a lot of surplus electrical power. * '''Harjel System:''' Using the fast-drying and tar-like substance called Harjel, the Clan-invented system sprays out a black goop that can harden to withstand the vacuum of space or pressures of underwater combat across a broken piece of armor. A little at a time is fine, but if the Mech receives massive damage all at once, the system will just start spraying it every where and whole parts of the Mech will become useless. Removing it is also a bitch, too. * '''Neurohelmets''': At base, Neurohelmets allow the 'Mech to borrow the pilot's sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot's brain. Also serves as a security system, as they're keyed to the pilot's brainwaves and can fry any pesky intruders’ brains if they don’t bypass the ID validation system. If pilots are not careful and push their Mechs beyond their normal performance, they could suffer neural backlash. Some systems experiment with embedded circuits or neural interfaces inside pilot’s bodies like some Clannner's Enhanced Imaging system or Wobbie cyborg's Vehicular Direct Neural Interface but such tech leaves pilots with a very short lifespans. * '''Cockpit''': typically mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, targeting displays, computer interface, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.
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