Doneve/ProtoMech Construction Steps
- 1 This! Is a step by step introduction, to design various ProtoMech models and variants.
- 1.1 Step 1: Design the Chassis
- 1.2 Step 2: Install Engines and Control Systems
- 1.2.1 Install Engine
- 1.2.2 Determine Jump Capability
- 1.2.3 Add Cockpit
- 1.2.4 Special Physical Enhancements (ProtoMech Myomer Booster)
- 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
Step 1: Design the Chassis
[John] - is designing a light ProtoMech that he has dubbed the Siren-4. Because he plans to use this Proto as a light scout and harasser, he chooses a weight of 3 tons (3,000 kilograms).
[Kevin] - is designing a heavy ProtoMech that he has named the Hydra. Intended for good mobility and all purpose firepower, he selects a weight of 6 tons (6,000 kilograms).
[Lara] - is designing an assault-class ProtoMech that she has chosen to name the Delphyne-2. She is hoping to build this design as a fast mover with heavy firepower, and decides on a final weight of 9 tons (9,000 kilograms).
Allocate Weight for Internal Structure
[John's] - Siren-4 weighs 3 tons (3,000 kilograms). With no other internal structure type available beyond ProtoMech Standard, he notes the weight of said structure will be 300 kilograms (10 percent of 3,000 kilograms = 3,000 kilograms x 0.1 = 300 kilograms). This leaves 2,700 kilograms so far (3,000 – 300 = 2,700). After consulting the ProtoMech Internal Structure Table, John blacks out all extraneous gray-shaded circles from the ProtoMech's Armor Diagram on his Siren-4's Record Sheet, leaving only 1 open gray circle in the head, 3 open gray circles in the torso, 1 circle each in the left and right arms, and 2 circles in the legs. John decides against installing a main gun, and so blacks out all gray and white circles in the Main Gun location.
[Kevin's] - Hydra weighs 6 tons (6,000 kilograms), providing an internal structure weight of 600 kilograms, which he determined by consulting the ProtoMech Internal Structure Table. This weight provides 2 structure points in the head, 6 points in the torso, 2 points each in the left and right arms, and 4 points in the legs. Kevin also decides to mount a main gun, and so receives 1 structure point in that location as well. He blacks out all of the excess gray-shaded internal structure circles in those locations on his Hydra’s Record Sheet. The Hydra has 5,400 kilograms of unassigned weight so far (6,000 – 600 = 5,400 kilograms).
[Lara's] - Delphyne-2 weighs in at 9 tons (9,000 kilograms), so its internal structure will weigh 900 kilograms (10 percent of 9,000 kg = 9,000 x 0.1 = 900 kg). The ProtoMech internal Structure Table tells Lara that her Delphyne will receive 2 points of internal structure in the head, 9 points in the torso, 2 points in each arm and 5 in the ProtoMech's legs. Like John, Lara decides not to install a main gun, and so—while blacking out all the excess gray-shaded circles in the ProtoMech's various locations—she also blacks out all circles in the Main Gun location. The Delphyne has 8,100 unspent kilograms remaining (9,000 kg – 900 kg = 8,100 kg).
Step 2: Install Engines and Control Systems
[John] - wants to give his Siren-4 enough speed to run down almost any quarry and still escape the inevitable return fire, so he chooses a fast Walking speed of 10 MP. This gives his ProtoMech a Running speed of 15 MP (10 Walking MP x 1.5 = 15 Running MP). The Siren's Engine Rating will thus be 45 (3 tons x 15 Running MP = 45). Because this rating is 40 or higher, John consults the Master Engine Table and finds that a standard 45-rated fusion engine will weigh 1 ton (1,000 kilograms). After subtracting this from the Siren's unspent weight, John finds that he has 1,700 kilograms left over.
[Kevin] - feels speed is less a priority for his Hydra than good armor and firepower, so he decides on an average Walking MP of 4, which yields a Running MP of 6 (4 Walking MP x 1.5 = 6 Running MP). This means his 6,000-kilogram (6-ton) Proto's engine will need an Engine Rating of 36 (6 tons x 6 Running MP = 36). This is below the 40 Rating that would place the ProtoMech's engine weight on the Master Engine Table. Instead, Kevin computes his Hydra's engine mass, multiplying its rating by 25 kilograms, and finds that his final engine weight will be 900 kilograms (Engine Rating 36 x 25 kg = 900 kg). The Hydra now has 4,500 kilograms of unspent weight remaining (5,400 kg – 900 kg = 4,500 kg).
[Lara] - wants her 9-ton assault ProtoMech to have a surprising amount of speed, and so decides to give the Delphyne-2 an impressive Walking MP of 5. This produces a Running MP of 8 (5 Walking MP x 1.5 = 7.5 Running MP, rounded up to 8), and requires an Engine Rating of 75 to accomplish. (While 9 tons x 8 Running MP = 72, the fact that 72 is greater than 40 means that Lara has to find her Proto's engine using the Master Engine Table on . This forces her to round her Engine Rating result up to the nearest listed Engine Rating, which is 75.) On the Master Engine Table, Lara fi nds that a 75-rated standard fusion engine weighs 2 tons (2,000 kilograms), and so she subtracts this from the Delphyne's unspent weight. The Delphyne now has 6,100 unspent kilograms left (8,100 kg – 2,000 kg = 6,100 kg).
Determine Jump Capability
[John] - Satisfied with the Siren-4's swift overland speed, and already short on kilograms for weapons, ammunition and armor, John decides not to mount jump jets on his ProtoMech at this point.
[Kevin] - Equally content with the ground speed of his Hydra, and eager to save as much weight as possible for guns and armor, Kevin also elects to mount no jump jets on his ProtoMech design.
[Lara] - Even though her Proto is already fast for its size, Lara decides to add an extra surprise in the form of jump jets. She decides on the maximum Jumping MP of 5 (equal to the Delphyne-2's Walking MP) and computes that the total weight for all 5 jump jets will come to 500 kilograms (5 Jumping MP x 100 kg/Jumping MP [for a 6- to 9-ton Proto] = 500 kilograms). Because ProtoMechs do not record internal space the same way as BattleMechs and IndustrialMechs do, Lara does not need to allocate these jets anywhere. Her Delphyne now has a Jumping MP of 5, and has 5,600 unspent kilograms left (6,100 kg – 500 kg = 5,600 kg).
[John] - After installing its cockpit, John's Siren-4 has 1,200 unspent kilograms left (1,700 kg – 500 kg = 1,200 kg).
[Kevin's] - Hydra has 4,000 kilograms left after installing its cockpit systems (4,500 kg – 500 kg = 4,000 kg).
[Lara] - With its cockpit, Lara's Delphyne-2 has 5,100 unspent kilograms remaining (5,600 kg – 500 kg = 5,100 kg)
Special Physical Enhancements (ProtoMech Myomer Booster)
[John] - Though he is desperately low on available weight, John decides to equip his Siren-4 with a ProtoMech Myomer Booster system. For the 3-ton (3,000 kilogram) Siren-4, John finds that the booster will weigh 75 kilograms (3 tons x 25 kg per ton = 75 kg). Installing this system leaves the Proto with only 1,125 unspent kilograms (1,200 kg – 75 kg = 1,125 kg), and a blinding new Running MP—with Booster engaged—of 20 MP (10 Walking MP x 2 = 20 Boosted Running MP)!
[Kevin] - decides his Hydra is fi ne as-is, and does not install a Booster.
[Lara] - considers a Booster for her 9-ton (9,000-kilogram) Delphyne-2, but decides that she can find a better use for the 225 kilograms it would entail (9 tons x 25 kg per ton = 225 kg). She, too, decides against installing one at this time, finding the 8 Running MP and 5 Walking/Jumping MP sufficient.
Step 3: Add Heat Sinks
[John] - Noting that even one heat sink will leave his Siren-4 with less than a ton to install weapons, ammo and armor, John nonetheless resolves that his ProtoMech will carry an ER Micro Laser, which requires 1 heat sink. John thus spends 250 kilograms on installing one heat sink, leaving 875 kilograms left over (1,125 kg – 250 kg = 875 kg).
[Kevin] - is also planning to mount a Micro Laser on his ProtoMech, and spends 250 of the Hydra's remaining 4,000 kilograms on a single heat sink, leaving 3,750 kilograms remaining (4,000 kg – 250 kg = 3,750 kg).
[Lara] - foresees a greater need for heat sinks on her Delphyne-2, and installs 2 heat sinks at this time for a cost of 500 kilograms (2 heat sinks x 250 kg per sink = 500 kg). This leaves her ProtoMech with 4,600 unspent kilograms (5,100 kg – 500 kg = 4,600 kg).
Step 4: Add Armor
[John's] - Siren-4 is light, incredibly fast and slated to carry an ER Micro Laser. He decides that, of his 875 remaining kilograms, he will invest 600 kilograms in armor. This will provide his ProtoMech with 12 points of armor (600 kg ÷ 50 kg per armor point = 12 armor points)—5 points less than the 17-point maximum shown on the Structure and Armor Table possible for a 3-ton Proto. John assigns the armor to his Siren-4 as best as he can, allocating 5 points to the torso, 2 to the head, 1 each to the arms and 3 to the legs. With no main gun structure, John cannot assign armor points to that location. John then blacks out all extra white circles in the appropriate body locations of his ProtoMech's Record Sheet, leaving only the assigned points remaining in each location. With 600 kilograms spent on armor, John's Siren-4 has only 275 kilograms remaining for weapons and other equipment (875 – 600 = 275).
[Kevin] - At 6 tons (6,000 kilograms), Kevin's Hydra could mount up to 36 armor points— counting its main gun mount—according to the ProtoMech Structure and Armor Table. Kevin decides that the Hydra will carry decent enough armor, but leave more room for weapons. He opts to install a total of 29 armor points on the Proto, with 10 points on the torso; 3 points each on the head, the main gun and both arms; and 7 points on the legs (10 + 3 + 3 + 3 + 3 + 7 = 29). The weight for 29 armor points comes to 1,450 kilograms (50 kg per point x 29 points = 1,450 kg), leaving 2,300 unspent kilograms (3,750 kg – 1,450 kg = 2,300 kg). In the appropriate locations of the ProtoMech Armor Diagram for his Hydra's Record Sheet, Kevin blacks out all extra white armor circles, leaving only those assigned to each location.
[Lara] - could install as many as 42 armor points on her Delphyne-2 according to the Structure and Armor Table. Such an effort would require investing 2,100 of her 4,600 unspent kilograms. Instead, Lara decides on a nice, round 40 points, for an even cost of 2,000 kilograms (40 points x 50 kg per point = 2,000 kg). Lara applies 16 armor points to the torso and the maximum number of points each to the head, each arm and legs (6, 4 and 10, respectively). After blacking out the appropriate amount of white armor dots on her ProtoMech's Record Sheet, Lara moves on, with just 2,600 unspent kilograms remaining.
Step 5: Add Weapons, Ammunition and other Equipment
Weapons, Ammunition and Equipment
[John] - With just 275 kilograms left to spend, John installs only one weapon on his Siren-4: an ER micro laser. With the laser's weight of 250 kilograms, John can mount the weapon in either one of the ProtoMech's arms, or in its torso. Opting for the best-protected of these locations, John installs the laser in the Siren's torso, and notes the weapon's type, damage and ranges on the "Torso A" line for the ProtoMech Record Sheet’s Weapons Inventory. With only 25 kilograms left (275 kg – 250 kg = 25 kg), John finds that he can install no other equipment of use to his ProtoMech at this stage. Though he may decide to go back a few steps and revise the design to use up every kilogram of weight (such as deleting the Myomer Boosters and spending the resulting total of freed-up weight on a couple more points of armor), John decides to accept the fact that his Siren-4 is completed with 25 kilograms' worth of "wasted" weight.
[Kevin] - decides to center his Hydra's firepower on an ammo - ef ficient Streak-SRM system, and spends 1,500 kilograms on a 3-tube Streak launcher (3 tubes x 500 kg per Streak SRM tube = 1,500 kg). While he may mount the weapon in either the torso or the main gun mount, Kevin feels the Main Gun location—which has the most flexible firing arc—is more appropriate, and notes the Streak SRM 3's statistics (type, damage per missile and ranges) on the Main Gun line of this ProtoMech's Weapons Inventory. For ammunition, Kevin installs 10 shots for the launcher, which come to 300 kilograms in weight (10 kg per missile x 3 missiles per shot/volley x 10 shots = 300 kg). Kevin notes this ammunition on the Ammo line of the ProtoMech's Inventory by writing "Streak SRM-3 (10)." To back up his missiles, Kevin decides to add a small but potent micro pulse laser, which weighs in at 500 kilograms. While this weapon is light enough to be mounted in the torso or the arms now (the main gun is no longer an option, as it carries the Streak-3), Kevin places the weapon in the well-armored Torso location. With a total of 2,300 kilograms now spent on weap-ons, Kevin's Hydra is eff ectively completed.
[Lara] - has 2,600 kilograms to burn on weapons for her Delphyne-2, and plans to make the most of it. Having already installed 2 heat sinks in advance, she begins with 2 ER micro lasers at 250 kilograms apiece, placing one in each of the ProtoMech's arms. To give her ProtoMech more reach, Lara decides to back these lasers up with standard SRMs, and creates two 3-rack SRM launchers at 750 kilograms apiece (250 kg per SRM tube x 3 tubes per launcher = 750 kg), which she mounts in the torso slots. (While Lara could have combined the SRM tubes into a single 6-rack launcher, her decision to separate them will allow the Delphyne an additional attack in the event of a miss, and may retain at least some of its missile capability in the event of any internal damage.) For ammo, Lara devotes 10 shots to each SRM-3 launcher, for a combined weight of 600 kilograms (10 kg per missile x 3 missiles per shot/volley x 10 shots per launcher = 300 kg per SRM-3 launcher x 2 launchers = 600 kg). She notes this ammunition on the Ammo line for her ProtoMech's Inventory by writing "SRM-3 (20)". Summing up the kilograms spent on her Delphyne's weapons, Lara confirms that she has used all 2,600 kilograms remaining (250 + 250 + 750 + 750 + 600 = 2,600), effectively completing her ProtoMech.
Step 6: Complete the Record Sheet
[John] - verifies that all of the valid data blocks are completed for his Siren-4, including noting the ProtoMech's full name, "Siren 4," in the ProtoMech's Type; its Tonnage ("3"); and its Walking MP of 10, Running MP (listed as "15 (20)" to indicate standard and boosted MPs) and Jumping MP of 0. He also lists the weapons properly on the Inventory, noting "ER micro laser" under the Type column on the Torso A line, "2" under Damage, "1" under Short Range, "2" under Medium Range and "3-4" under Long Range. After making sure that no extraneous white or gray circles appear on the Armor Diagram beyond those already assigned to the ProtoMech, John is ready to compute the Battle Value and Cost for his Siren-4 and bring it to play.
Hydra and Delphine-2
[Kevin] and [Lara] - Repeating the same steps as John, Kevin and Lara complete their ProtoMech Record Sheets as well.