FupDup, on 02 November 2013 - 07:34 PM, said:
That one isn't on Sarna yet.

oh dude, it's like the love child of 2 of my favorite Heavy mechs of all time, the Warhammer and the Thanatos.
65 tons
86 kph
15 DHS
12.5 tons light ferro armor
2 Heavy PPC
3 ER Medium Lasers
and a special "Radical Heat Sink System".
Radical Heat Sink Normal scale
Introduced: 3122 (Federated Suns)
More properly known as the Reclaimed Coolant Flush Injector, the so-called “radical heat sink” system is, in effect, a logical upgrade to the same coolant pod technology prototyped by the Federated Commonwealth in 3049. Where the original coolant pods proved to be one-shot devices, this system enables the ’Mech or fighter to make more frequent flushes in combat. The repeatability is not without some risk, however. Though the flush lines have been reinforced and better insulated to enable its functions, there exists a significant chance of rupture over time, especially if the warrior relies too heavily on the flush to keep his heat levels under control in an intense firefight. For this reason, many pilots and MechWarriors are cautioned to treat the “radical heat sink” system as if it has a more limited recharge supply, stressing that it be used only in cases of extreme emergency.
Game Rules
Rules Level: Advanced
Available to: BM, IM, AF
Tech Base (Ratings): Inner Sphere (E/X-X-X-E)
Game Rules: The Radical Heat Sink system works like the Coolant Pod, except that it can be activated more than once during a scenario. Unfortunately, repeated use of this system—especially in rapid succession—raises the chances for a catastrophic failure. Like the Coolant Pod (see p. 304, TO), the Radical Heat Sink system may be triggered only once per turn—at the start of the unit’s Heat Phase—and increases the cooling capacity of the unit’s functioning heat sinks by 1 point each in that turn (regardless of heat sink type). Each time the Radical Heat Sink system is used, however, the controlling player must roll 2D6 and comparing it to the Radical Heat Sink Failure Table based on the number of consecutive turns the device is used. If the rolls equals or exceeds the number indicated in the Avoid Failure On column, the device continues to work normally. For each turn the unit does not use its Radical Heat Sinks, the failure chance reduced by one level, to a minimum failure roll of 2 or less. (Note: Astute players will notice that this failure change is the same as that of the MASC system.)
Unlike the Coolant Pod, the Radical Heat Sink system will not explode if it suffers a critical hit in combat. Instead, a damaged device will leak coolant from the unit’s entireheat exchange system for the remainder of the scenario. To reflect this effect, increase the heat costs for all movement actions by +1 every time a unit with a damaged Radical Heat Sink system moves, and add +1 heat to the total heat generated by a unit that fires weapons with a damaged Radical Heat Sink system.
Construction Rules: Only BattleMechs, IndustrialMechs, and aerospace fighters may mount a Radical Heat Sink device, which must be placed in a torso location. A unit may only mount one Radical Heat Sink system at a time, and may not mount Coolant Pods on the same unit. The Radical Heat Sink system may be pod-mounted