Doneve/Combat Vehicle Construction Steps
- 1 This! Is a step by step introduction, to design various Combat Vehicle models and variants.
- 1.1 Step 1: Design the Chassis
- 1.1.1 Choose Motive Type
- 1.1.2 Choose Technology Base
- 1.1.3 Choose Weight Tonnage
- 1.1.4 Allocate Tonnage for Internal Structure
- 1.2 Step 2: Install Engines and Control Systems
- 1.2.1 Install Engine
- 1.2.2 Add Lift/Dive Equipment or Rotors
- 1.2.3 Add Control Systems
- 1.3 Step 3: Add Heat Sinks
- 1.4 Step 4: Add Armor
- 1.5 Step 5: Add Weapons, Ammunition and other Equipment
- 1.6 Step 6: Complete the Record Sheet
- 1.1 Step 1: Design the Chassis
This! Is a step by step introduction, to design various Combat Vehicle models and variants.
Step 1: Design the Chassis
Choose Motive Type
[Michael] - wants to design a fast and flexible scout and attack unit, and decides on a hovercraft, which he chooses to name the Hephaestus. In preparation for the design process, he gets a copy of a blank Ground Vehicle Record Sheet ready.
[Nathaniel] - is designing an airborne vehicle ideal for recon and attack missions, and selects a VTOL motive type. He chooses the name Yellow Jacket for this unit. Nathaniel prepares a blank VTOL Record Sheet to aid in his design.
[Patrick] - has a more conventional battle tank in mind for his vehicle, and so decides that his unit, the Zhukov, will be a tracked vehicle. Patrick notes from the Combat Vehicle Record Sheet Table that he will use a Ground Vehicle Record Sheet for his design.
[Rick] - is looking for a rare item in the Classic BattleTech universe: a submersible coastal defense unit. Naming this craft the Neptune, he decides on a naval (submarine) motive type. Rick must use a Naval Vehicle Record Sheet to plan out his design.
Choose Technology Base
[Michael] - Because he plans to create this design for a Clan game, Michael chooses a Clan Technology Base for his Hephaestus, and further decides to maximize its fl exibility by developing it as an OmniVehicle.
[Nathaniel] - chooses the Inner Sphere Technology Base for his Yellow Jacket, and has elected not to make it an OmniVehicle.
[Patrick] - sees his Zhukov as a bare-bones Capellan-made design, and so he selects an Inner Sphere Technology Base and opts not to make it an Omni.
[Rick] - chooses an Inner Sphere Technology Base for his Neptune, and also decides not to make it an Omni.
Choose Weight Tonnage
[Michael] - plans to make his Hephaestus a nimble speedster. Because it is a hover vehicle, the Hephaestus has a maximum weight limit of 50 tons. Mike decides that a nice, round 30 tons will be suitable for his needs. At this weight, he calculates that the vehicle will have 11 items of weapon and equipment space (5 + [30 tons ÷ 5] = 11 items).
[Nathaniel] - As a VTOL, Nathaniel's Yellow Jacket cannot exceed a 30-ton maximum weight for its motive type. With ambitious plans in mind, he chooses to design his Jacket as a 30-tonner. The Yellow Jacket also has space for 11 items (5 + [30 tons ÷ 5] = 11 items).
[Patrick] - decides his Zhukov will weigh in at 75 tons, on the heavy side of the 100-ton maximum permissible for tracked vehicle types. At this weight, the Zhukov has space for up to 20 items (5 + [75 tons ÷ 5] = 20 items).
[Rick] - decides his Neptune should be large, to maximize its armor and firepower in underwater combat. He chooses a weight of 100 tons, noting that—as a submarine—he could have gone as high as 300 tons. The 100-ton weight nonetheless gives the Neptune space for 25 items (5 + [100 tons ÷ 5] = 25 items).
Allocate Tonnage for Internal Structure
[Michael] - With a weight of 30 tons, Mike determines that his Hephaestus' internal structure will weigh 3 tons (10 percent of 30 tons = 0.10 x 30 tons = 3 tons). He also determines that the Hephaestus will receive 3 internal structure points per location (10 percent of 30 tons = 0.10 x 30 tons = 3). As the Hephaestus is an OmniVehicle, Mike must determine at this time whether or not it will have a turret, and how much said turret will weigh. He decides to equip the unit with a turret that can mount up to 5 tons' worth of weapons, and so spends an additional 0.5 tons on turret equipment (10 percent of 5 tons [expected mass of turret weapons] = 0.10 x 5 tons = 0.5 tons). This leaves the Hephaestus with 26.5 tons of unspent weight (30 tons – 3 tons [structure] – 0.5 tons [turret] = 26.5 tons).On the Hephaestus' Armor Diagram, Mike blacks out all but 3 circles in each of the ﬁve gray-shaded areas that indicate the vehicle’s internal structure.
[Nathaniel's] - Yellow Jacket weighs 30 tons as well, and so he also computes a 3-ton weight for internal structure (10 percent of 30 tons = 3 tons). He also computes a 3-point value for each of the VTOL's internal structure locations, including the rotor (10 percent of 30 tons = 3 points per location). Because the record sheet already shows 3 points per location for the VTOL's internal structure, Nathaniel has no structure circles to black out (but if he had built his Yellow Jacket 10 tons lighter, he would have). The Yellow Jacket has 27 unspent tons remaining (30 tons – 3 tons = 27 tons).
[Patrick's] - Zhukov weighs 75 tons. From that he finds that its internal structure will weigh 7.5 tons (10 percent of 75 tons = 0.10 x 75 tons = 7.5 tons). The number of structure points provided per location, meanwhile, will be 8 (10 percent of 75 tons = 0.10 x 75 = 7.5, rounded up to 8 points). Because he plans on mounting a turret, Patrick blacks out all but 8 circles in each of the 5 internal structure locations on his Zhukov's Armor Diagram. Because the Zhukov is not an OmniVehicle, however, Pat will not need to compute the turret’s weight at this time, and so he still has 67.5 unspent tons remaining (75 tons – 7.5 tons = 67.5).
[Rick] - At 100 tons, Rick's Neptune will need to spend 10 tons on internal structure (10 percent of 100 tons = 10 tons), and will receive 10 points of internal structure per location as a result (10 percent of 100 = 10 points). Rick decides, however, that his sub will not require a turret, and so he blacks out all of the circles in the Turret location on the Neptune's Armor Diagram (including the internal structure circles in the gray-shaded area and the armor circles in the unshaded Turret area). For the other four locations (Front, Left, Right and Rear), Rick only blacks out all the excess structure circles, leaving 10 per location. The Neptune now has 90 tons left to spend (100 tons – 10 tons = 90 tons).
Step 2: Install Engines and Control Systems
[Michael] - Because his Hephaestus is intended primarily as a recon unit, high speed is Michael's primary focus. He thus decides to give the hovertank a Cruising MP rate of 8 (thus attaining a Flank MP of 12, as 8 MP x 1.5 = 12 MP). This means that the Hephaestus' Base Engine Rating will be 240 (30 tons x 8 MP = 240). However, Mike also notes that according to the Combat Vehicle Suspension Factors Table, a hovertank weighing 21 to 30 tons has a Suspension Factor of 130. This means Mike's vehicle will have a Final Engine Rating of 110 (240 Base Engine Rating – 130 Suspension Factor = 110 Final Engine Rating). Looking at the Master Engine Table, Michael notes that a standard 110-rated fusion engine weighs 3.5 tons, but because it is a fusion engine, he must add another 50 percent to this fi gure to account for added shielding, raising the engine weight to 5.5 tons (3.5 tons x 1.5 = 5.25 tons, rounded up to the nearest half-ton for 5.5). However, even then the engine weighs less than the minimum 6 tons he needs to devote to engine mass for his hover vehicle (20 percent of 30 tons = 0.2 x 30 tons = 6 tons). Rather than increase the vehicle's speed to a Cruising MP of 9 (which would produce an Engine Rating of 190, and require a 7.5-ton fusion engine), Mike accepts an automatic increase of half a ton in engine weight to "force" the engine to a 6-ton size (5.5 tons [engine with shielding] + 0.5 tons [added weight] = 6 tons). Because he opted to use a standard Fusion engine rather than an XL, Michael's hovertank loses no item slots to engine installation. Upon installing the engine, Mike notes that his Hephaestus still has 20.5 unspent tons remaining (26.5 tons – 6 tons = 20.5 tons).
[Nathaniel] - wants his Yellow Jacket to be fast, but is also thinking about packing some heavy firepower on it, so he decides on a modest VTOL Cruising speed of 6 MP. This gives the Jacket a Flank speed of 9 MP (6 Cruising MP x 1.5 = 9 Flank MP). It also yields an Engine Rating of 40 ([30 tons x 6 Cruising MP] – 140 Suspension Factor [for a 30-ton VTOL] = 40 Final Engine Rating). To keep production costs low, Nathaniel opts for an internal combustion engine. On the Master Engine Table, he finds that a 40-rated ICE weighs only 2 tons, leaving the Yellow Jacket with 25 unspent tons remaining (27 tons – 2 tons = 25 tons). Because he opted to use a standard IC engine rather than a Light or XL Fusion plant, Nathaniel's VTOL loses no item slots to engine installation.
[Patrick] - plans to devote more of his Zhukov's weight to armor and weapons, and because he wants to make this vehicle a defensive battle tank, he decides on a Cruising MP of 3. This requires an Engine Rating of 225 ([75 tons x 3 Cruising MP] – 0 Suspension Factor [for tracked vehicles of any size] = 225 Final Engine Rating). Like Nathaniel, Pat plans to keep the costs low on this design, and so he also opts for an ICE over a Fusion engine. The Master Engine Table shows that a 225-Rated ICE will take up a hefty 20 tons. (By way of comparison, an identically rated standard Fusion engine would weigh 15 tons, with its added shielding, but would drive up the Zhukov's C-bill cost dramatically.) Sticking with his choice, Pat computes that his Zhukov still has 47.5 unspent tons left (67.5 tons – 20 tons = 47.5 tons), and has a Flank MP rate of 5 (3 Cruising MP x 1.5 = 4.5 Flank MP, rounded up to 5). Like Nathaniel's VTOL, Patrick's tracked vehicle loses no item slots because it uses a standard IC engine, rather than a Light or XL Fusion plant.
[Rick] - For his Neptune submarine, Rick feels a Cruising MP of 3 is fine for underwater movement. Like Nathaniel and Patrick, he also opts for a cheaper ICE to do the job, and computes an Engine Rating of 270 for the vessel ([100 tons x 3 Cruising MP] – 30 Suspension Factor for submarines of any weight = 270 Final Engine Rating). The weight of a 270-rated ICE comes to 29 tons, leaving 61 tons unspent so far (90 tons – 29 tons = 61 tons). The Neptune's engine will provide a Flank MP rate of 5 (3 Cruising MP x 1.5 = 4.5, rounded up to 5 MP), so long as the boat stays in the water. The use of the IC engine does not reduce the Neptune's maximum number of items.
Add Lift/Dive Equipment or Rotors
[Michael's] - Hephaestus is a hovercraft, which requires lift equipment to remain aloft during movement. The weight of this equipment is 3 tons (10 percent of 30 tons = 0.1 x 30 tons = 3 tons), leaving the vehicle with 17.5 unspent tons remaining (20.5 tons – 3 tons = 17.5 tons).
[Nathaniel's] - Yellow Jacket VTOL needs to invest 10 percent of its weight into its rotor equipment. This will leave the craft with 22 unspent tons (25 tons – 3 tons = 22 tons).
[Patrick's] - Zhukov, as a tracked Combat Vehicle, has no need for lift or dive equipment and rotors. It thus still has 47.5 tons remaining.
[Rick] - At 100 tons, the dive equipment for Rick's Neptune comes to 10 tons (10 percent of 100 tons = 10 tons). The vessel still has 51 tons of unspent weight (61 tons – 10 ton = 51 tons).
Add Control Systems
[Michael] - The controls for Michael's Hephaestus weigh in at 1.5 tons (5 percent of 30 tons = 0.05 x 30 tons = 1.5 tons), leaving the vehicle with 16 unspent tons remaining (17.5 tons – 1.5 tons = 16 tons). Michael further computes that his Hephaestus operates on a 2-man crew (30 tons ÷ 15 tons per crew-man = 2 crewmen).
[Nathaniel's] - Yellow Jacket VTOL requires 1.5 tons' worth of control equipment as well (5 percent of 30 tons = 0.05 x 30 tons = 1.5 tons), leaving 20.5 tons remaining (22 tons – 1.5 tons = 20.5 tons). The VTOL also requires a crew of 2 to operate (30 tons ÷ 15 tons per crewman = 2 crewmen).
[Patrick's] - Zhukov, a significantly heavier vehicle, requires 4 tons of control systems to operate (5 percent of 75 tons = 0.05 x 75 = 3.75, which rounds up to 4 tons). This leaves the tank with 43.5 tons remaining (47.5 tons – 4 tons = 43.5 tons). Based on the crew formula, the Zhukov needs 5 crewmen to operate it (75 tons ÷ 15 tons per crewman = 5 crewmen).
[Rick] - The controls for Rick's 100-ton Neptune come to 5 tons (5 percent of 100 tons = 5 tons), bringing the vessel's unspent weight down to 46 tons (51 tons – 5 tons = 46 tons). To operate, the Neptune requires a crew of 7 (100 tons ÷ 15 tons per crewman = 6.67, rounded up to 7 crewmen).
Step 3: Add Heat Sinks
[Michael] - The fusion engine installed on Michael's Hephaestus provides 10 heat sinks without cost. Mike decides that this is sufficient for his hovertank's needs, noting that—as an OmniVehicle—he can always add more if a later configuration so requires. As heat sinks occupy no space in a Combat Vehicle design, the Hephaestus loses no item slots for having sinks.
[Nathaniel's] - Yellow Jacket VTOL uses an ICE, and so receives no free heat sinks. Because he does not plan to install energy weapons, he elects not to add any.
[Patrick's] - Zhukov is also being planned as a ballistic-based Combat Vehicle, and so he is equally satisfied with having no heat sinks due to the selection of an IC engine.
[Rick] - has decided to mount energy weapons on his Neptune, but because he has chosen an internal combustion engine, he has received no free heat sinks to handle any such weapons. With his eye on a standard large laser, he decides to add 8 heat sinks to the vessel, to vent the 8 points of heat the weapon would generate. At 1 ton per heat sink, Rick finds that he has 38 unspent tons remaining (46 tons – 8 tons = 38 tons). Heat sinks take up no item space in Combat Vehicle design, so Rick moves on to the next step.
Step 4: Add Armor
Combat Vehicle Armor
[Michael's] - Hephaestus has 16 tons remaining. Given its weight, he computes that the maximum armor he can place on the vehicle is 145 points ([3.5 x 30 tons] + 40 = 145 points). Mounting that many points—even using Clan ferro-fibrous armor—would cost him 8 tons, however (145 points ÷ [16 Base Points per Ton x 1.2 Clan Ferro-Fibrous Multiplier] = 7.552, rounded up to 8). Unwilling to go quite that far, Mike decides to install only 5 tons of Clan ferro-fibrous armor, which gives him 96 armor points to allocate instead (5 tons of armor x 16 Base Armor Points per Ton x 1.2 Clan Ferro-Fibrous Multiplier = 96 points). Michael decides to distribute most of this armor toward the front and sides of the vehicle, where he feels it is most likely going to be hit, and so he places 20 points of armor each in the Front, Left Side and Right Side locations. The remaining 36 points he divides evenly among the Rear and Turret locations at 18 points apiece. Verifying that all points are accounted for, Mike adds all the armor values together: 20 [Front] + (20 + 20 [Left Side, Right Side]) + 18 [Rear] + 18 [Turret] = 96. In the appropriate non-shaded locations of the Hephaestus' Armor Diagram, Michael blacks out all extra circles, leaving only the assigned amount for each location. With 5 tons spent on armor now, the Hephaestus has only 11 tons remaining for weapons and other equipment (16 – 5 = 11). Michael also notes he has 1 fewer item slots remaining in which to assign equipment, thanks to his use of Clan ferro-fibrous armor, meaning that his vehicle can only mount 10 items now (11 slots – 1 item = 10 slots).
[Nathaniel] - Still looking to keep costs low and preserve as much weight for weaponry as possible, Nathaniel chooses to mount 3.5 tons' worth of standard armor on his Yellow Jacket. Like Michael’s Hephaestus, the 30-ton VTOL has a maximum armor potential of 145 points ([3.5 x 30 tons] + 40 = 145 points), but using standard armor would cost more than 9 tons to accomplish (145 points ÷ [16 Base Points per Ton x 1 Standard Armor Multiplier] = 9.06, rounded up to 9.5 tons).The 3.5 tons Nathaniel chooses provides 56 points of armor (3.5 tons x 16 Base Points per Ton x 1.0 Standard Armor Multiplier = 56 points). He chooses to mount the majority of this armor on the Yellow Jacket's nose, with 20 points to that location. As the rotor location cannot receive more than 2 points of armor, Nathaniel places the maximum of 2 points there, before mounting 13 armor points on each of the VTOL’s sides and 8 points on the rear. Verifying his numbers, he adds up the armor points: 20 [Nose] + (13 + 13 [Left and Right Sides]) + 8 [Rear] + 2 [Rotor] = 56 points. Nathaniel blocks out all the excess armor points in each location on the Yellow Jacket’s Record Sheet. Because he used standard armor rather than ferro-fibrous, the Yellow Jacket sees no loss in item space on its inventory. It now has 17 tons of unspent weight remaining (20.5 tons – 3.5 tons = 17 tons).
[Patrick] - At 75 tons, Patrick's Zhukov could mount as much as 302 points of armor ([3.5 x 75 tons] + 40 = 302.5 points, round down to 302), but doing so would cut deeply into the 43.5 tons remaining to be spent. Pat thus decides to devote 11 tons to armor, and chooses standard armor to keep costs low. At 11 tons, the Zhukov will receive 176 armor points (11 armor tons x 16 Base Points per Ton x 1.0 Standard Armor Multiplier = 176 points). Patrick distributes his armor points with a heavy emphasis on the Front and Turret locations, where he places 44 points each. On the sides, he assigns 32 points each, before allocating the remainder—24 points—to the rear. Verifying his numbers, he adds up the assigned armor points: 44 [Front] + (32 + 32 [Left and Right Sides]) + 24 [Rear] + 44 [Turret] = 176 points. On his Vehicle Record Sheet, Pat blacks out all the excess points for each of the Zhukov's non-shaded armor locations, based on these figures. With 11 tons spent on armor, the Zhukov now has 32.5 unspent tons remaining (43.5 – 11 = 32.5). Because Pat chose standard armor over ferro-fi brous, the vehicle also retains all 20 of its original item slots.
[Rick] - decides that his 100-ton Neptune can afford to spend 14.5 tons on standard armor, which will yield a total of 232 points (14.5 armor tons x 16 Base Points per Ton x 1.0 Standard Armor Multiplier = 232). Just to be sure, however, he verifies that he is not exceeding the vehicle's maximum armor potential, and finds that the submarine could take on as much as 390 points in all ([3.5 x 100 tons] + 40 = 390 points). With no turret to place armor on, Rick has only 4 facings among which to distribute his 232 armor points. He assigns 78 points to the front, while the sides receive 58 points each and the rear receives 38. Summing up, he verifies the armor is fully assigned: 78 [Front] + (58 + 58 [Left and Right Sides]) + 38 [Rear] = 232 points. On the Neptune's Record Sheet, he then blacks out all excess armor circles in each of the affected locations, making sure to black out all armor circles for the turret. Because Rick used standard armor rather than ferro-fibrous, the Neptune does not lose any item spaces from its inventory. It now has 23.5 tons of unspent weight remaining (38 tons – 14.5 tons = 23.5 tons).
Step 5: Add Weapons, Ammunition and other Equipment
Weapons, Ammunition and Equipment
[Michael] - With 11 tons remaining, Michael's Hephaestus OmniVehicle could ideally have it all assigned to pod space for future configurations. Instead, he opts to establish a few items of "fixed" equipment first. Considering its potential as a scout, the first item he decides to permanently mount on the hovercraft is a Clan Active Probe, at a cost of 1 ton in weight and 1 item slot. Figuring that basic infantry-transport capability may also prove useful, he further decides to allot 4 tons of the vehicle to infantry-cargo space. These 4 tons of space also count as a single item in terms of the Hephaestus' inventory. Both of these items he places in the Body location. At this point, the Hephaestus has 6 tons remaining (11 tons – 1 ton [Probe] - 4 tons [Cargo] = 6 tons), and 8 item slots available (10 slots – 1 slot [Probe] – 1 slot [Cargo] = 8 slots). Of this space, the turret may carry up to 5 tons of equipment, thanks to its 0.5-ton turret weight (10 x 0.5 tons [turret weight] = 5 tons). At this stage, Michael considers the Hephaestus completed, and notes that it has 6 tons of available pod space (of which the turret may mount a maximum of 5 tons). The base chassis for his hovertank is now complete. Retaining a copy of the base chassis' record sheet, Mike decides to create at least one complete configuration the so called Hephaestus Prime—based on the chassis he has just designed. This version will mount a pair of Clan medium pulse lasers in the turret, at a cost of 4 tons and the use of 2 item slots, plus a Clan TAG also in the turret (at 1 tons and 1 slot). With 1 ton left over, and the turret already at its 5-ton limit, Mike adds a Clan ECM suite to the Body location to enhance the vehicle's electronics package. This item weighs 1 ton and takes up 1 more slot on the vehicle's inventory, completing the design of a Primary Hephaestus.
[Nathaniel's] - Yellow Jacket has 17 tons available now, and he has his heart set on a hard-hitting Gauss rifle as the source of all its firepower. At 15 tons, however, the Inner Sphere weapon becomes the gunship's only weapon, as Nathaniel then realizes he must install at least 2 tons of ammo to give it better battlefield endurance. The combined payload of weapon and ammunition weighs in at 17 tons enough to complete the design—and 2 item slots, with the first slot allocated to the Gauss rifl e that Nathaniel mounts in the VTOL's front, and the second slot devoted to its 2-ton, 16-shot ammunition bin. With all tonnage used up, the completed Yellow Jacket is now ready for battle.
[Patrick] - has decided to focus his Zhukov's firepower on a conventional mix of autocannon and missile weapons. Starting with the big guns, he chooses to place two Autocannon/10s in the vehicle's turret, each of which weighs 12 tons and claims 1 item slot on the vehicle's inventory. As Pat plans to add no more weapons to the turret, he takes this opportunity to compute the turret weight itself at this time, too. With the twin autocannons weighing 24 tons in total, Patrick finds the turret will weigh 2.5 tons (10 percent of 24 turret weapon tons = 2.4, rounded up to 2.5 tons). For ammunition, Pat decides to supply each autocannon with 10 shots at 1 ton each. Since they are identical ammo types for identical weapons, he combines these 2 tons of AC/10 ammo into a single slot in the Zhukov's inventory, and allocates them to the vehicle's body. To round out his vehicle's firepower, Patrick decides to add a 3-ton standard SRM-6 to the design, placing the weapon in a fixed mount in the forward section for additional front-arc firepower. Providing 15 shots for this weapon at a weight cost of 1 ton and an item cost of 1 slot, Patfinds that he has used up all of the Zhukov's remaining 32.5 tons ([12 tons + 12 tons for AC/10s] + [2.5 tons for turret] + [2 tons for AC/10 ammo] + [3 tons for SRM-6] + [1 ton for SRM ammo] = 32.5 tons). He is now ready to complete the record sheet.
[Rick's] - Neptune now has only 23.5 tons remaining for weaponry, which he plans to center on torpedo launchers befitting his vehicle's role as a submersible combat unit. Starting with the big weapons, he decides to place a 10-ton Inner Sphere LRT-20 in the Neptune's front, for devastating long-range capability. Backing this up, Rick adds two more SRT-6 launchers in the same area, at 3 tons apiece. Between these three missile launchers, he has now spent 16 tons, but each weapon occupies only one item slot on the Neptune's inventory. To supply these weapons, Rick adds 1 ton of LRM ammunition and 1 ton of SRM ammo for 1 slot apiece; though it is a stingy quantity of munitions, the Neptune's ability to fire a cloud of potentially lethal warheads almost assures that it will sink its opposition quickly. For an added surprise—especially useful when surfaced—Rick decides to install a single large laser in the front section. The weapon itself weighs 5 tons, and the 8 heat sinks needed to dissipate its heat were thoughtfully installed already. But because an IC engine powers the Neptune, the laser will require power ampliﬁers to function. The weight of these ampliﬁers is equal to 10 percent of the weaponry they are intended to supply, and so the Neptune will require 0.5 tons' worth of power ampliﬁers. Rick tallies up the weapons he has installed so far, and determines that he has completed the vehicle's design now. Of the 23.5 tons he had after armoring the submarine, he has spent all 23.5 tons ([10 tons for LRT-20] + [6 tons for 2 SRT-6s] + [2 tons of ammunition] + [5 tons for the large laser] + [0.5 tons for the power ampliﬁers] = 23.5 tons). He is now ready to complete the vessel's record sheet.
Step 6: Complete the Record Sheet
[Michael] - verifies that all of the valid data blocks are completed for his Hephaestus, including noting the vehicle's full name "Hephaestus" after Vehicle Type, checking off that its tech base is Clan, and noting its Cruising MP as 8 and its Flank MP as 12. He also lists the weapons properly on the Weapons Inventory, noting the quantity per location, heat per weapon and statistics as shown on the appropriate Weapons and Equipment Tables (for instance, the Hephaestus' fixed Active Probe would list a "1" under QTY, "Body" under Location, "Active Probe" under Type, "0" under Damage, "0" under Heat and "5" under Long Range). After making sure no extraneous circles for internal structure, armor and heat sinks are present, that the heat sinks' values are correct, and that all weapon slots are assigned for the vehicle's fixed components, Mike makes a copy of the record sheet to serve as his Base Configuration Record Sheet. He then uses it as the basis for his second sheet, to record the primary configuration. Once that configuration is completed, he is ready to compute its Battle Value and Cost and bring it to play.
Yellow Jacket, Zhukov and Neptune
[Nathaniel], [Patrick] and [Rick] - complete the record sheets for their vehicles as well. As none of them are Omnis, they need not make copies of a Base Confi guration Record Sheet.