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1994-01-21
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3KB
From ccjbreng@antelope.wcc.edu Fri Jan 21 16:14:22 1994
Date: Fri, 21 Jan 1994 16:07:50 -0700 (MST)
From: John Brengman <ccjbreng@antelope.wcc.edu>
To: John Brengman <ccjbreng@antelope.wcc.edu>
Cc: trent@cs.pdx.edu
Subject: Redeye-B (SOLARIS VII variant)
RED-9E: Redeye-B Tons: 35
Internal Structure: 3.5
Engine: 280 VOX XL LT:3, RT:3 8
W: 8 R:12 J: 8 4
Heat Sinks: 11 Clan Double 1
Gyro: 3
Cockpit: 3
Armor Factor: 56(FF): 63 LA:6, RA:6, LT:2, RT:2 3.5
Head: 3 6
Ct/R: 11 12/6
L/RT: 8 7/2
L/RA: 6 6
L/RL: 8 5
Weapons:
Md Laser LA:1 1
SRM-2 LA:1 1
3 SRM-2 RA:3 3
Ammo: (SRM-2) CT:2 2
Coolant LL:1 1
Coolant RL:1 1
-----------------------------------------------
NOTE: Mech designed using SOLARIS VII Coolant rules.
For those of you without the SOLARIS Boxed set, here's how coolant systems
work. I'll warn ya right now, some of this might not be in the rules, but
actually be a house rule designed to lend realism to the game. You may
choose to use either this rule or the game version, which ever you wish.
I: Use of Coolant:
Coolant systems were designed specifically for use in SOLARIS mechs.
Therefore, coolants are not used in field mechs. Coolants weigh 1 ton
each, take up 1 crit space each, and contain 3 charges each.
If a mech heats up beyond 56 heat points, the coolant system kicks in
and releases enough coolant to cool the mech down to the first level below
56. For example.....say a mech is at 72 heat (this is after all movement,
firing, and subtraction from heat points due to heat sinks), and it has three
coolant tanks. During the heat phase, the coolants tanks inject ONE charge
each in an attempt to bring the heat level back below 56 points. One charge
is equal to 12 points. In this case, the coolants would inject one charge,
lowering the heat to 60, and then another, lowering the heat to 48. The
player would then mark off the charges used from the tanks.
The player must mark off the charges because if the tank is hit due
to a crit, the mech takes 3 points damage for each charge still in the tank.
If a crit hits an empty tank, no damage is done.
If a mech goes above 120 heat, coolants may be used to try to cool
the mech down. However, two things must be taken into consideration at all
times:
1): A tank can only discharge ONCE per turn.
2): If coolants fail to bring a mech below 120 heat, the mech will
shut down and face possible ammo explosion.
-----------------------------------------------
Mech designed by John Brengman
ccjbreng@antelope.wcc.edu