Other Equipment

CASE

           Cellular Ammuntion Storage Equipment (CASE) protects a 'Mech from damage due to an ammo explosion. It can only be mounted in the 'Mech's torso. If the explosion was severe enough to destroy the location that the ammo was stored in, that location is still destroyed. The CASE prevents excess damage from transferring to another location, however. Therefore, a CASE equipped 'Mech with an XL engine will still be disabled by a side torso ammo explosion because the engine shielding in the torso will be destroyed. CASE is more useful on 'Mechs with standard engines as it allows them to continue to fight after an ammo explosion. Still, it is good practice to mount CASE on other 'Mechs because it will greatly increase the pilot's chance of survival, and make repairing the 'Mech much easier. Note that carrying ammunition in the center torso is foolish even if the 'Mech is equipped with CASE; an ammo explosion will still destroy the 'Mech's fusion reactor, and the resulting secondary explosion will probably kill the pilot.

Endo Steel II Internal Structure

           Using Endo Steel II internal structure and standard armor is always better than using just Ferro- Fibrous armor. It is impractical, however, on 'Mechs weighing 90 tons or more or those that carry many small weapons. Endo Steel II should be used on any 'Mech that has enough critical spaces.

Jump Jets

           Jump Jets enable 'Mechs to traverse bad terrain such as forests and hills quickly. They also allow 'Mechs to execute devastating Death From Above attacks. Mounting Jump Jets is always almost always a good idea. Only on extremely light and extremely heavy 'Mechs (lighter than 30 or heavier then 80 tons) are Jump Jets inefficient. A new rule in the Tactical Handbook allow 'Mechs with Jump Jets to fire weapons while in flight. The attacking 'Mech has only standard modifiers to fire; attacks against it receive a slight bonus. Jumping fire is a good tactic when you want to fire at a target you could not otherwise get line of sight to (i.e., you are in deep woods or the middle of a valley). Be careful, however, to expose yourself to as little return fire as possible.

MASC Systems

           Myomer Accelerated Signal Circuitry (MASC) systems give 'Mechs a quick burst of speed. They are unreliable, though, the more often you use them, the more likely they will fail. If you give the MASC enough time to recharge between uses, however, the chances of it failing are almost nil. MASC systems are better with 'Mechs that are already fast.

Triple Strength Myomer

           Triple Strength Myomer weighs nothing but takes up 6 critical spaces. It gives a 'Mech several bonuses. Before it activates, however, the 'Mech must build up 9 points of heat. As long as the 'Mech runs hot, it receives one extra walking movement point and does double damage with physical attacks. Triple Strength Myomer is best when used with fast 'Mechs that carry melee weapons such as clubs, claws, and hatchets. Good heat control is also essential. The 'Mech needs to build up nine points of heat and stay there for as long as necessary.

XL Engines

           Extra-Light (XL) engines weigh only half as much as standard engines. They free up anywhere from 5-25% of the 'Mech's tonnage for other equipment. Unfortunately, 'Mechs that carry XL engines are vulnerable to side torso damage; critical hits to the side torso can destroy engine shielding, and if the side torso is destroyed, the engine shuts down. This is only a minor drawback, however, and should not discourage you from using XL engines on most designs. The amount of extra armor and equipment the 'Mech can carry more than makes up for its extra weakness. New defensive systems like ECM suites and AMSs can also give the 'Mech extra protection. If your 'Mech is really slow, however, it is a good idea to use a standard engine. Slow 'Mechs are easier targets, and because small engines are so light, the tonnage saved by using an XL engine is not great.

Command Consoles

           The Command Console can only be mounted in 'Mechs that weigh more than 60 tons. Having a commander on the field to coordinate actions can greatly increase the performance of any unit. This is reflected in the initiative bonus the commander gives the unit. A Command Console works best in a well rounded 'Mech with good long-range capabilities. The Battlemaster is the archetypal command 'Mech. The command 'Mech needs to be well armored and have the weaponry to deal with foes at any range. A powerful primary weapon and several secondary weapons are a must. Other electronics such as an ECM suite or even a C3 system can also enhance the command 'Mech.

Coolant System

           Each Coolant System weighs one ton and can be used once in a game. It allows each heat sink to dissipate an extra point of heat, cooling down even the hottest running 'Mech quickly. The Coolant System can prevent massive over-heating from MPW or inferno attacks, or negate a sudden heat spike caused by engine criticals or a Laser AMS. Although no 'Mech should rely on Coolant Systems to control its heat, it is a good idea to carry a couple of Coolant Systems in any heavy 'Mech that can spare the tonnage and critical spaces.


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