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When you look at some of the stats of this equipment, you might note that these 1-ton, 1-crit items can seem to function as triple strength, or octuple strength heat sinks. You may, at first, fill your britches and scream "Munchkin!" (Or scream "Munchkin!" so loud you fill your britches, or whatever. But I suspect both might happen in any case.) I request you stay calm and note that, over time, this item is less effective (by weight) than single strength heat sinks. These are "one shot" items that take a long time to "recharge." They support occassional alpha strikes on mechs, but do not enable sustained munchkin mayhem. In fact, these items are generally less effective than the canon L3 "coolant pods." So remember: if you don't like this item, well, nyah nyah, there's already munchier gear in BT. :P **************************************** "Thermal Batteries" are revolutionary pieces of technology: 1-ton blocks of ice. (Well, there's some refrigeration gear, water pumps, steam vents, and heat sink connections, too, but a thermal battery is mostly a tank of water. And, yes, it has room to allow for expansion between water and ice.) (And I'd call these "heat sinks," which is what they are, but the name's taken by the normal heat pumps already in use in BT.) Thermal batteries are kept in a mech (and mechs alone, for now) to serve as coolant reserves. They give mechs with excess heat sink capacity a chance to "store" cold. This stored heat capacity will hereafter be referred to as "chill points." After being chilled, a thermal battery can serve as emergency cooling capacity for the mech, trading 1 chill point for 1 excess heat point above the mech's heat sink capacity. A single thermal battery can store up to 3 chill points, and all 3 can be used in 1 turn. It then takes a while to rechill the thermal battery, assuming excess heat sink capacity is available on the mech. In desperate situations, a mech can boil off the water in the thermal battery. Boiling water consumes much more heat than melting ice and heating water from 0C to 100C. In this truly one-shot mode, the thermal battery consumes up to 8 points of heat (5 + any chill points), but then cannot be reused until refilled. (Note that is still less effective than a coolant pod, which soaks up 1 extra point of heat per functional heat sink on a mech.) RULES: 1) Each "thermal battery" (TB) is a 1-ton, 1-crit item. They cost 10,000 C-bills. 2) Each TB can store up to 3 chill points. 3) Each chill point may be used to cancel 1 generated heat point, just like an SHS. Any or all chill points in a TB may be used in 1 turn. 4) A battlemech may use excess heat sink capacity to store a "chill point." Doing so generates one heat point. Thus if a mech decides to store 2 chill points in a turn (1 in each of 2 TBs), its heat sinks have to deal with 2 extra heat points that turn. 5) A single TB can be chilled at the rate of 1 point per turn, no matter how many unused heat sinks the mech has - it's a limitation of the refrigeration equipment in the thermal battery. (Of course, if there's multiple TBs, they can each be chilled at 1 point per turn.) This means that over time a TB averages out to be a 3/4-strength heat sink. 6) Chill points can only be stored on turns when the mech has excess heat sink capacity. For example, a mech with 10 SHS that generated 10 or more points of heat that turn cannot store chill points. If the same mech only generated 7 heat that turn, it could store 3 chill points in that turn, assuming it had 3 TBs. If it only had 1 TB, it could only store 1 chill point. (Note: this pretty much bans storing chill points while a mech has activated TSM.) 7) Chill points may be stored indefinitely; the thermal batteries use a complicated and advanced technology known as "fiberglass insulation" to keep the chill points stored over battlefield time scales. 8) In a one-shot mode, a TB may boil off its water. This soaks up 5 points of heat per TB, plus 1 per chill point stored in that TB. 9) A TB used in one-shot mode may be refilled if the location the TB is mounted in is submerged (L1 water for TBs in mech legs, L2 for head, torso, or arm TBs). Refilling takes 3 turns, and the TB must be submerged during that whole time (though the mech needn't be stationary, and the turns of refilling don't need to be consecutive). Note that TBs used repeatedly in one shot mode average out to be about as effective as DHS, or less. 10) A partially filled TB has no effect, nor can it store chill points. In short, TBs are an alpha striker's dream. However, used in reusable mode, they are equivalent to 3/4-strength heat sinks, and only slightly better than SHS when used in one-shot/refill mode. Mike Miller, Materials Engineer
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