Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Radical Heat Sink System
Type (Category):  Equipment (Other)
Reference:  Interstellar Operations: Alternate Eras (p. 83)

Description:
More properly known as the reclaimed coolant flush injector, the so-called “radical heat sink” system is, in effect, a logical upgrade to the coolant pod technology prototyped by the Federated Commonwealth in 3049. Where the original pods proved to be one-shot devices, this system enables a ’Mech or fighter to make more frequent flushes in combat.

The repeatability is not without some risk, however; while 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 system to keep heat levels under control during 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 should be used only in cases of extreme emergency.

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.

A 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, the unit’s controlling player must roll 2D6 and compare it to the Radical Heat Sink Failure Table, based on the number of consecutive turns the device has been used at that point. If this roll equals or exceeds the number indicated in the Avoid Failure On column, the device continues to work normally. If the roll fails, apply 1 critical hit to the radical heat sink system, starting with the upper-most undamaged slot.

For each turn the unit does not use its radical heat sink system, the failure chance reduced by one level, to a minimum failure roll of 2 or less. (Astute players will notice that this failure chance 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 entire heat 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 (even fighters will add +1 heat for any turn in which they expend Thrust). Furthermore, if a unit with a damaged radical heat sink system fires any weapons, apply an additional +1 heat to the total weapon heat generated in that turn. (Moving and firing weapons thus adds +2 total heat to the unit that does so with a damaged radical heat sink system.)
Unit Type Availability
BattleMechsIndustrialMechs
Inner Sphere Data (BattleMechs)
Prototype Date:  ~3115
Production Date:  3122
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 Not allowed in conjunction with Coolant Pod, or RISC Emergency Coolant System
 May mount up to one per unit
 May only be mounted in the Torsos

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Type
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
PE
0
– (–)
– (–)
E
X-X-X-E
250,000
4*
3
* See rules for this equipment

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3115
3121
Experimental
3122
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Radical Heat Sink System

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Radical Heat Sink System (RHS)
A unit with the radical heat sink system (RHS) can perform a special coolant flush action in any End Phase where its Heat Scale is 1 point or higher. This coolant flush will reduce the unit’s heat level by 1 point (to a minimum of 0), but the controlling player must then roll 1D6. If the roll result is 1, the RHS special must be marked off, and the unit fails to reduce its heat level for that turn. A radical heat sink system that has been marked off in this fashion is no longer usable for the remainder of the scenario.

MegaMek Output → Critical Slot:  Radical Heat Sink System
Record Sheet Output → Critical Slot:  Radical Heat Sink System