- Electronic Equipment: These devices assist with targeting,
command and control, performance enhancement and electronic countermeasures.
- Artemis IV Fire Control System: This unit provides faster
missile locks and allows your missiles to track the target more aggresively than usual. Best used on
mechs that rely heavily on long range missile weapons, the enhanced targeting and tracking can make
a sizable difference in the effectiveness of these systems. NOTE: Must be placed
in same area as launcher to be effective! (Example: LRM-20 system in left torso must have Artemis IV in left
torso. Only shots from left torso will be enhanced.)
- Beagle Active Probe (BAP): An active seeker that dispays
even shut down mech units on the radar. Can be useful against enemies with a habit of hiding, then
launching an attack on unsuspecting units. Its weight, size and specialized mission make it's use in
multiplayer games questionable.
- C3 Computer: A two part system, consisting of a Master and
a Slave unit. Will augument radar effectiveness by displaying lancemate or allied radar signals on
the host radar display, effectively increasing the range. A very heavy device for the value obtained.
Avoid this equipment unless specialized mission requirements neccessitate it.
- ECM Suite: A very valuable device for the resources required
to carry it. Will disable enemy Targeting Computers, Artemis IV systems, NARC beacons, C3 Computers,
Streak Missiles and Beagle Active Probes. TAG is unaffected by ECM, being an optical device. Pilots
facing opponents with missile systems, will benefit greatly from the addition of an ECM suite. It is
highly recommended. Enemies using Targeting Computers to assist with ballistic weapon targeting will
suufer a decreased effectiveness of their targeting capability.
- Myomer Acceleration Signal Circuitry (MASC): This equipment acts
as a turbo-charger for your mech. When engaged, speed is inceased by 25%. In a Thor, with a top speed of 81.0
kph, MASC will increase the top speed to 100.2 kph. Acceleration and throttle response are also improved. MASC
does generate a good deal of heat while engaged however, and sufficient heat sinks must be equipped to prevent
an overheat and shutdown condition. Can be toggled on and off with the "V" key. Best used on mechs that can use
the extra speed provided.
- NARC Missile Beacon: - NARC used by itself causes
NO DAMAGE to targets! -. A small device fired like a missile, it attaches
itself to the target, and provides a homing beacon for subsequent missile launches. The weapon system and
ammunition are both quite heavy, and given the inherent accuracy of missile systems, this device may be
redundant. Plus, it's effects are nullified by the ECM suite, rendering NARC a heavy, useless piece of junk
on the battlefield. It's use , especially in multi player games is inadvisable.
- Radar: Standard equipment in all mechs, the radar serves to locate and identify
any active units on the battlefield.The radar operates in 2 separate modes, Passive and Active, radar modes are toggled by the
"ALT+R" command. Passive radar is indicated by yellow lines in the radar display, it provides a detection range of 500 meters,
it also limits enemy detection of your unit to 500 meters, and should be used when stealth is more important than detection
range. It will also limit an enemies ability to acheive weapons lock beyond that range. When facing enemies using LRM missiles,
or any weapon system with a range exceeding 500 meters the radar should always be set to passive mode. Active mode is identified
by green lines in the radar display, it is the default staus of the radar and provides 1000 meters of detection range. Active
mode should be used when arming your mech with long range weapons systems. The radar disply also has 2 modes of operation,
Standard and Map mode. The display modes are toggled with the "SHIFT+R" command. Standard mode displays a small, transparent
display in the upper left hand corner of the HUD. In addition, Standard mode can be toggled from small to large diplay with
the "R" command. Large display mode will fill the entire HUD with the ranging and veiw lines of the radar display. Map mode
also displays in the upper left hand corner, but super imposes it's range and view lines over a map display. This can be useful
for navigation in an unknown area, but the map is not transparent and will limit the view from the cockpit. This is especially
true in lower resolution modes.
- Target Aquisition Gear (TAG): Used as a targeting laser for Arrow IV
artillery support. "Painting" a target with TAG will increase inbound missile accuracy. If the mission does not feature
Arrow IV, do not equip this device. Arrow IV is never used in multi player games.
- Targeting Computer: A valuable unit, allowing you to target specific body
locations, and provides an aiming cicle to help target moving enemies. Especially useful for ballistic and long range
missile weapons, it's value to energy based attacks is less. Lasers reach the target almost instantly, so there is no need
to lead a moving target. Machine guns, too, with their limited range and fast projectiles usually do not require additional
support for aiming and firing. It's effectiveness is severely limited by the use of the ECM suite, rendering the aiming circle
choppy and unstable.
- Mechanical Equipment: These devices enhance safety, agility and performance.
- Anti-Missile System: A small machine gun acting to intercept and destroy
incoming missiles, much the same as the Navy Close In Weapon System (CIWS). Toggled on and off with the "A" key, it is
best left active as long as enemy unit remain on the field. Each system can intercept a limited number of missiles, and
when facing numerous missile threats, it can be overwhelmed. It's value against such threats cannot be underestimated,
especially in multi player, unlimited ammo games, where you are likely to run into the dreaded "Missile boat". It's light
weight and small size make installing several of these devices relatively painless. They are highly recommended.
- CASE: Cellular Ammunition Storage Equipment will contain and direct ammunition
explosions away from critical internal spaces in any area where ammunition is stored. It should always be a part of any design
that relies on ammunition based weapons. Without CASE, ammunition explosions can spread and destroy a damaged mech entirely.
The Clan version is incorporated into the structure and does not increase size or weight, use this version whenever possible.
- Heat Sinks: There are three types of heat sinks, Singles, Standard Doubles,
and Clan Doubles. All heat sinks on a single mech must be of a single type, Heat Sinks cannot be mixed.
- Single Heat Sinks: There is little difference between Standard and Clan varieties,
all Heat Sinks weigh one ton, and the Standards require one critical space.
- Double Heat Sinks: Provide double the heat dissipation of Standard Heat Sinks,
however they require three critical spaces for storage.
- Clan Double Heat Sinks: Double the heat dissipation of Standards, and require two
critical spaces. These are the most efficient type, use them when available, and always in multi player games.
- Jump Jets: Provide enhanced maneuverability and agility to mech designs. Allow
access to tops of structures and terrains, and provide evasive movement in combat. Utilizing an energy based fuel, Jump Jets
will recharge after use, allowing them to be used repeatedly. Different mech chassis are capable of carrying differing numbers
of these devices, up to a maximum depending on the mech. Small mechs can leap so high that, if fuel is not conserved for slowing
the decent, damage can occuur to the legs. Jump Jets are an extremely valuable addition to most any mech design.
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