MASC works like this, double the walking speed for the turns that it is on. But roll 2D6. The target depends on the number of turns you have been using the system.
1st turn: 3+
2nd turn: 5+
3rd turn: 7+
4th turn: 11+
5th turn: Auto fail.
Any failure counts has 2 hip hits. This is a total of +4 any time you have to roll to not flop on your face, and your speed drops to simply mind blowing 0 kmph. And with both of your hips locked up good luck with that 4x flamer Jenner. Because I would have to be insanely apocalyptically stupid to stand in range
and stay in your firing arc.
Now every turn you don't use the system, the target roll drops by one tier, but never below 3+. So you can use it for about 10 seconds at the start of the match, then 10 minutes later, when you have totally forgotten about it, suddenly you're immobilized. This usually happens at a very critical moment. For instance, you have just shot all the rear armor off of an Atlas, you turn to run and... stuck. Frak.
Edited by Fusea, 14 July 2012 - 11:59 AM.