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Triple Strength Myomer (TSM)????

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Robert Chverchko

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Mar 22, 1994, 2:20:28 AM3/22/94
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The question is simply what is it?
And how does it affect the mechs movement, attacks, dice rolls?
Thanx for the help,
Robert Chverchko rjc...@psuvm.psu.edu

Mendrugo

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Mar 22, 1994, 10:13:09 AM3/22/94
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Robert Chverchko (RJC...@psuvm.psu.edu) wrote:
: The question is simply what is it?

: And how does it affect the mechs movement, attacks, dice rolls?
: Thanx for the help,
: Robert Chverchko rjc...@psuvm.psu.edu
The Triple Strength Myomer described in the BattleTech Compendium is the
"improved" version of a BattleTech 'muscle', which enables a 'Mech equipped
with the TSM to increase strength and movement capabilities.
From the Compendium: "Triple Strength Myomer is effective only when a
BattleMech is running hot. If a BattleMech is equipped with Triple Strength
Myomer, each turn that it ends up with a heat level of 9 or higher, the
following effects take place for the next turn:
*Ignore the -1 MP heat effect at 5 on the heat scale (but apply all
other heat modifiers to movement). In addition, increase its walking speed by
1 and recalculate its Running speed accordingly. Jump MPs are not affected.
*Double the damage values for punch, kick, and club attacks it makes.
*Double its lifting ability.
Triple strength myomer is incompatible with MASC, and requires 6
critical slots anywhere in the BattleMech allocated to the myomer. Critical
hits in these slots have no effect and are rerolled.

The current version of TSM is the result of Capellan attempts to fix the booby
trapped myomer which, through an elaborate deception, they were tricked into
stealing from the Federated Suns. The original myomer had an unfortunate
tendency to burst into flames when it contacted a special gas (which the
Davion forces used liberally in the 4th Succession War).
The above statistics represent the 'fixed' version, but my gaming group has
developed statistics for the Mk I TSM. The original version gives the strength
benefits all the time, but is suceptible to the gas. When a 'Mech equipped
with TSM is active on a battlefield where the gas is present, they fight using
the vacuum combat rules in the compendium. Whenever a TSM (MK 1) 'Mech is
hit in a leg or arm, we use the breach rules to see if any gas got through a
hole in the armor and set the myomer on fire (immobilizing the limb, and
forcing a roll on the critical hits table.) Our TSM Mk 1 rules are not part
of any official FASA rules, but since all of our players think that TSM Mk II
is useless, most choose to risk the gas damage.

-Mendrugo

Jim Creveling

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Mar 22, 1994, 10:46:05 AM3/22/94
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9 is the magic number. at a heat scale of nine your physicals attacks
are doubled, you're movement increases by 1. ex going 4-6 last round and
just got to 9 overheat you're new mv is 5-8. you neglect the losses due to
heat below nine except for the to hit modifier if there is one. But if you
have a 100 ton mech with a hatchet, like my berserker, your new hatchet dam
is 40 points. cleave away!
The myomer was invented by Hanse Davion's New Avalon Insititute and has
one flaw at the moment the right combination of gases turns the myomer to
vapor. further reading is in 3050 technical readout i believe.
But in my soon to be published, here, designs you'll see the use of
trip myomer, axmen going 6-9 and 100 ton mechs going 5-8. Trip Myomer is
probably the best thing for taking clans offgaurd, unless you've got c3.

Co Crev, Knights Crev

M E A Forrester

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Mar 23, 1994, 1:52:23 PM3/23/94
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It seems that a mech equipped with TSM ][ would often want to stop
it's heat exchangers when heat drops to 9, but the rules seem to
suggest that you lose one point per turn for each exchanger, period.

Fair enough generally, who wants to keep heat? However, to
accomodate TSM, does anyone add the subrule that a mech can lose
any amount of heat >up to< it's current number of functioning
sinks? It doesn't sound like an unfeasable option amonst all those
switches; set optimum running temperature..

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