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Author Topic: Suralin's Proto Thread (also, IS Proto Rules)  (Read 803 times)

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Suralin

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Suralin's Proto Thread (also, IS Proto Rules)
« on: August 15, 2017, 10:19:05 PM »

This thread's going to contain the various Protos I've statted out and written fluff for. Because I've got such a backlog of potential designs to fluff out, I might decide at a later point to just type up the stats and let people play with them as-is, but that's a ways off.


First things first, though. A bunch of these Protos are Inner Sphere construction. So this first post will be of the IS ProtoMech Construction Rules. I came up with them on a lark back in 2011. The idea was to have IS Protos be noticeably inferior to Clan ones, but not so much so that they're tactically unusable.



    Unofficial IS Protomech Construction Rules

    As of 3090, the Inner Sphere has gained the ability to manufacture their own take on Clan Protomech technology. However, with the prevailing views dead-set against the invasive Direct Neural Interface technology that gives Clan Protomechs many of their advantages, IS factions have had to resort to a few workarounds. Conversely, the IS has a number of technologies available to it that the Clans do not use, or have not considered.



    1) ProtoMech Type and Weight

    As with Clan ProtoMechs, IS Protos can be anywhere from 2 to 15 tons, in full-ton increments.

    IS Protomechs of all weights can be constructed using either the bipedal or quadrupedal (quad) chassis types. However, Glider ProtoMechs cannot be constructed with Inner Sphere technology under these rules.



    2) Internal Structure

    The Inner Sphere has more variety available to it as far as internal structure goes. While ProtoMechs are still far too small for bulky Endo-Steel construction to be viable, IS ProtoMech designs may make use of the following internal structure types:

Code: [Select]
    Type Weight (% of max) Other effects

    Standard 10% None

    Industrial 20% None

    Composite 5% Internal damage is doubled

    Reinforced 20% Internal damage is halved (rd up); -1
    modifier vs. crits

    Primitive 10% +1 modifier vs. crits.


    3) Engine and Motive Systems

    As with Clan ProtoMechs, an IS ProtoMech's engine size is calculated by multiplying the Proto's max weight (in tons) by its desired run speed (in hexes). If the result is above 40, round the result up to the nearest multiple of 5. If it's below 40, multiply the result by 25kg to get the weight of the engine.

    If the ProtoMech is a Quad, reduce the run speed by 2 for the above calculation.

    The following engine types may be used on Inner Sphere ProtoMechs: Standard, Trimmed, Primitive, Compact, Fission, ICE, Fuel Cell. Don't use the weights from the Master Engine Table; instead, multiply the Standard weight by the following values:
Code: [Select]

    Type Multiplier
    Compact* 1.5
    Fission 1.75 (Minimum 5T)
    ICE 2
    Fuel Cell 1.2
    Trimmed (AU only)** 0.875
    Primitive As Standard, but multiply
    Engine Rating by 1.2 for
    no benefit

    *ProtoMechs with a Compact engine require four critical hits to the torso to disable, rather than only three.
    **ProtoMechs with a Primitive engine function identically to those using a Standard engine.
    ***ProtoMechs with a Trimmed engine are identical in gameplay to those with a Standard engine, but the maximum equipment in the torso is now only a total of 500kg, or 1,000kg if the Proto is 10 tons or heavier. The Trimmed Engine is only available in the Vaults AU timeline.

    ProtoMech engines do not have any integral heat sinks.

    Jump Jets and UMUs are available for IS ProtoMechs, following the same rules as the Clan equipment of the same name.

    IS ProtoMechs cannot take advantage of ProtoMech Myomer Boosters or Extended Jump Jets, having not yet miniaturized MASC or IJJs to the level needed. Similarly, Triple Strength Myomer is not available for ProtoMechs.


    4) Gyro

    Clan ProtoMechs get around the need for a Gyro by linking the ProtoMech's myomers and stabilization to the pilot's brain. Since the Jihad, however, the stigma in the Inner Sphere against Direct Neural Interface has been too great to pursue such research in earnest.

    Therefore, IS Protos require a Gyro.

    IS ProtoMechs from 2 to 9 tons use the same rules for determining Gyro weight as for BattleMechs, but divide the resulting weight of the Gyro in half. However, if an IS ProtoMech is 9 tons or less, has an Engine with a Rating of 50 or less, and does not mount Jump Jets, it only requires a quarter-ton (250kg) Gyro.

    IS Ultra ProtoMechs use the same Gyro weight scale as BattleMechs.

    ProtoMechs may make use of Compact Gyro technology. Heavy-Duty, Extra-Light, and Light Gyros, on the other hand, are far too bulky.


    5) Control Systems

    As the IS's ProtoMech control systems were kludged together from BattleMech and Battle Armor technology, they are significantly heavier and more unwieldy than the Clan systems.

    On IS Protos from 2 to 9 tons, these systems weigh 750kg.
    On IS Protos 10 tons and up, control systems weigh 1000kg (1T).

    Primitive control systems increase this number by a further 250kg.


    6) Heat Sinks

    The IS has not quite been able to copy the compact, lightweight heat sinks of the Clan ProtoMechs. Heat sinks on IS Protos weigh 300kg each, but otherwise follow the same rules as on Clan Protos.


    7: Armor

    Armor for IS Protos is 16.67 points per ton (1 point per 60kg) and can be bought per-point. Primitive Armor is also available at 11.11 points per ton (1 point per 90 kg), but is only produced for Protos in the Vaults AU timeline. Other armor types are not available for IS ProtoMechs.

    Max armor follows the same limitations as Clan Protos.



    8: Weapons, ammo, etc

    All weapons must have adequate heat sinks to keep the Proto running heat-neutral. Additionally, if the ProtoMech is powered by a non-nuclear engine, it must mount a Power Amplifier, with its weight equal to 1/10 the combined weight of all energy weapons (excepting "energy" weapons that use ammo, like Chemical Lasers and Vehicle Flamers).

    Apart from that, and the equipment tonnage/size limitations common to all Protos, IS ProtoMechs can mount whatever weapons and equipment the player so desires, including ProtoMech Melee weapons.

    Weapon and ammo reference table:
Code: [Select]

    * MG, Light MG (5kg/shot)
    * Heavy MG (10kg/shot)
    * Anti-Missile System (40kg/shot)
    * the Light Rifle (50kg/shot)
    * AC-2, LBX-2, Ultra AC-2, Light AC-2 (20kg/shot)
    * AC-5, LBX-5, Light AC-5 (50kg/shot)
    * the Magshot (20kg/shot)
    * the Fluid Gun (50kg/shot)
    * Mortar/1 (40kg/shot), Mortar/2 (80kg/shot), Mortar/4 (160kg/shot)

    Most missile weapons are bought per-tube, just as with Clan Protos.

    * SRMs (0.5T per tube)  (10kg/missile)
    * Streak SRMs (0.75T per tube) (10kg/missile)
    * MRMs (0.3T per tube) (20kg/5 missiles)
    * LRMs (0.4T per tube) (25kg/3 missiles)
    * EnLRMs (0.6T per tube) (25kg/3 missiles)
    * ExLRMs (0.8T per tube) (25kg/2 missiles)
    * RLs (0.05T per tube)
    * LSMs (0.25T per tube) (5kg/missile) (Vaults AU only)
    * MMLs are not usable by ProtoMechs.
    * HAMs (Vaults AU only) are not usable by ProtoMechs.
    * VRMs (1T per tube) (12kg/missile) (Vaults AU only)

    Also available are:

    * TBolt-5 (80kg/missile)
    * NARC (160kg/missile)
    * BattleMech Taser (200kg/shot)
    * Improved VGL (125kg/volley) (Vaults AU only)


    Gameplay rules for IS ProtoMechs

    IS ProtoMechs follow the same gameplay rules as Clan Protomechs, with the following exceptions:

    - IS ProtoMechs operate in platoons of 4, not 5. The (as yet hypothetical) exceptions are Comstar, whose Level 1s would consist of *six* Protos, and the Marian Hegemony, whose units operate in groups of five.

    - On the first or second critical hit of an IS ProtoMech's torso, its gyro may be hit on a roll of 5, when rolling to see if a torso-mounted weapon has been taken out.** One hit is sufficient to destroy the gyro, reducing the ProtoMech's top speed to 1 MP and disabling its jump jets.
    ** Exception: If the ProtoMech mounts a Compact Gyro, roll 1d6 a second time. On a 1, 2, or 3, ignore the critical hit.
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Suralin

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Re: Suralin's Proto Thread (also, IS Proto Rules)
« Reply #1 on: August 15, 2017, 10:22:30 PM »

The first one I did for TRO:3100.


Code: [Select]
Name: HQN-1A Huwei Quan
Tech Base: IS Quad Protomech
Tonnage: 15 Tons
BV2: 409

Equipment Mass (kg)

Internals: Composite   750    
Engine: Leenex 60 Std 1,500
Walking MP: 4
Running MP: 6
Jumping MP: 0    
Gyro: Standard 1,000    
Control Sys: IS Ultra 1,000    
Armor Factor:    50 3,000

Internal Armor
Structure Value
Head    4   8
Torso   15 20
Main Gun   2   6
Legs   16 16


Equipment Loc    Mass (kg)
Lt.PlasRifle MG 3,000
@Plasma (24) MG 1,200
SLAS MG   500
  6 HS                  1,800
2 Light MG T 1,000
@LMG (50) T        250

Code: [Select]
[b]BV2 calculations:[/b]
2.5 x armor (50) 125
1.5 x IS    (37) 55.5
Def eqpmt    (0)   0

Total stuff 180.5
Def factor x 1.3
------------------------------
Def BV 234.65

L.PlasRifle 105
@LPR (1.2T) 31.2
SLAS   9
2 LMG 10
@LMG (0.25T)   0.25

Total guns 155.45
Spd factor x 1.12
------------------------------
Off BV 174.104

Total BV 408.754 --> (409)



Overview
   Though Republic Intelligence has yet to get a thorough look at this new design, we have ascertained that the Huwei Quan -- whose name, roughly translated from Chinese, means "guard dog" -- was developed in 3091 as an outgrowth of the Capellans' ongoing efforts to build up their armed forces. The decision to mass-produce the as-yet untested Protomechs for this purpose was likely made based on cost and the availability of suitable parts.

   Its components are a mix of old and new; its gyro and engine (minus the too-bulky heat-dispersal system), along with a number of armor sections, look as though they've been taken wholesale from the venerable Urbanmech. We're certain there was a large surplus of old Leenex 60-rated fusion engines in the Capellan stockpiles, even after the rampant destruction of the Jihad; this likely influenced the decision to supplement the CCAF with ProtoMechs, rather than simply build slower, more vulnerable Light or Ultra-Light BattleMechs.


Capabilities
   The engine can push the Huwei Quan up to 65kph, which is more than sufficient for garrison duty -- particularly against the slower designs likely to be used by hostile Periphery or former League states. Few have been seen on the worlds bordering the Republic; we're not sure whether this is because the Capellans don't know we've already reverse-engineered our own ProtoMechs, or whether they simply feel it is inappropriate for facing the tactics we favor.

   The armor is quite tough for a design so small. We've heard rumors that it is possible for a Huwei Quan to take a Gauss slug or even an AC-20 to the torso and survive, though it's unlikely that squads of these ProtoMechs are meant to directly engage targets wielding such heavy weaponry. Additionally, based on what we know, the Huwei Quan's framework was likely built out of fragile composites to save critical weight, making that armor crucial.

   The Huwei Quan's armament is respectable for a ProtoMech of its size. Along with a pair of torso-mounted light machine guns, primarily intended for defense against infantry, the Huwei Quan boasts a turret-mounted light plasma rifle, newly developed by Ceres Arms and finding its way onto a wide assortment of Capellan units these days. It provides decent range and power against multiple different targets, and is quite suitable for engaging any type of target, from infantry all the way up to vehicles and BattleMechs. Alongside the plasma weapon is a small laser, likely an afterthought.

   What really sets the Huwei Quan apart from even the Clans' ProtoMech designs is its surprising versatility. The turret-mount and its accompanying ammunition bin were designed to be removable, making it possible to refit the ProtoMech in the field with mission-appropriate armaments. Our operatives have already spotted several variants mounting everything from an AC-2 to LRM racks to Streak SRMs and lasers.


Deployment
   The CCAF has deployed their new ProtoMechs on only a handful of worlds as yet. The closest to our border the Huwei Quan has gotten, as far as Republic Intel knows, is a squad on Halloran V, currently helping to guard a coastal oil facility owned by the Transpax corporation. We also have word of Proto's being delivered to the still-rebuilding Tao MechWorks on Styk, and a few little-known border worlds such as Yuris and Shiba. The decision to provide brand new technology to such backwater militias is quite obviously a publicity stunt, both on the part of the Chancellor and Ceres Arms.


Variants
   The first variant we've encountered is a sniper of sorts, mounting a standard light autocannon and half a ton of ammo. We now have reason to believe it was initially meant to be a prototype for the new Small Gauss, which would likely be more effective, but the limited production of the Small Gauss and the ubiquity of the old autocannons has made the HQN-1B far more common.

Code: [Select]
HQN-1B
(BV: 290)

Equipment Loc    Mass (kg)
Autocannon/2 MG 6,000
@AC/2 (25) MG   500
2 Light MG T 1,000
@LMG (50) T        250

Code: [Select]
HQN-1B1
(BV: 333)

Equipment Loc    Mass (kg)
Small Gauss MG 6,000
@SGauss (16) MG   500
2 Light MG T 1,000
@LMG (50) T        250

   Next is a missile support variant. A decent-sized (if irregular) LRM rack on a ProtoMech is nothing to dismiss lightly, and a squad of these makes for a rude surprise for those who would ignore them.

Code: [Select]
HQN-1C
(BV: 409)

Equipment Loc    Mass (kg)
LRM-15 MG 6,000
@LRM (4) MG   500
2 Light MG T 1,000
@LMG (50) T        250

   We're also aware of a close-assault variant mounting a Streak SRM system and a surplus medium laser...

Code: [Select]
HQN-1D
(BV: 395)

Equipment Loc    Mass (kg)
SSRM-4 MG 3,000
@SSRM (25) MG 1,000
erMLAS MG 1,000
  5 HS 1,500
2 Light MG T 1,000
@LMG (50) T        250

   ... as well as a rare variant mounting an MRM launcher. Apparently this variant was swiftly discontinued for logistical reasons.

Code: [Select]
HQN-1E
(BV: 368)

Equipment Loc    Mass (kg)
MRM-15 MG 4,500
@MRM (25) MG 1,500
2 Light MG T 1,000
@LMG (50) T        250

   Finally, in recent months we've seen an upsurge in the production of ancient Chemical Lasers by Ceres Metal Works. Republic Intelligence believes the Capellans may have stolen the blueprints from us about a year ago. The Huwei Quan's latest variant mounts a Large Chemical Laser in its topside turret. One of our operatives inside Ceres reports that the Capellans originally tried to mount multiple medium-sized chemical lasers on the turret, but the turret mechanisms and ammo feeds kept breaking down when they did.

Code: [Select]
HQN-1F
(BV: 374)

Equipment Loc    Mass (kg)
LgChemLaser MG 5,000
@LCL (15) MG 1,500
2 Light MG T 1,000
@LMG (50) T        250

Code: [Select]
[b]BV2 calculations:[/b]
2.5 x armor (50) 125
1.5 x IS    (37) 55.5
Def eqpmt    (0)   0

Total stuff 180.5
Def factor x 1.3
------------------------------
Def BV 234.65

LCL 96
@LCL (1.5T) 18
2 LMG 10
@LMG (0.25T)   0.25

Total guns 124.25
Spd factor x 1.12
------------------------------
Off BV 139.16

Total BV 373.81 --> (374)
Logged

Suralin

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Re: Suralin's Proto Thread (also, IS Proto Rules)
« Reply #2 on: August 15, 2017, 10:23:45 PM »

Here's another TRO:3100 design. I like to think it has character.


Code: [Select]
Name: OPT-1H Optio
Tech Base: IS Biped ProtoMech
Tonnage: 6
BV2:

Equipment Mass (kg)

Internals: Standard   600    
Engine: 30 Fuel Cell   900
Walking MP: 3
Running MP: 5
Jumping MP: 0    
Gyro:   Mini   250    
Control Sys:    IS   750    
Armor Factor:    30 1,800 

Internal Armor
Structure Value
Head    2   4
Torso    6 11  
R/L Arm   2/2 4/4
Legs    4   7


Equipment Location Mass (kg)
Machine Gun        RA   500
@MG (40)   200
Machine Gun    LA   500
RL-10    T1   500

Overview
   In the past decade, we have seen a warming of relations between the Regulan Fiefs and the Marian Hegemony. This unusual development has produced a few joint ventures in technology trading and vehicle design, as evidenced by increasingly common sightings of RetroTech Ostwars and Icaruses among the Marian Legions.

   A rather unexpected outgrowth of all this was the development of a ProtoMech, which the Marians named the Optio, after the military rank. Republic Intelligence is still working to figure out whether one of the two realms got hold of ProtoMech blueprints from us or the Capellans, or whether the Optio is a purely indigenous development.

Capabilities
   It is apparent that the Marian Hegemony is more strapped for resources than we had previously thought; the rich deposits of germanium that once fueled their economy are sitting idle for the moment, for lack of reliable customers or transport. As such it is little surprise that they are loath to assign valuable (and rare) fusion engines to ProtoMech production. The Optio is instead driven by a fuel-cell engine, capable of propelling it up to 54 kilometers per hour, which is enough to keep up with the RetroTech 'Mechs the Marian Legions still rely on these days.

   Weapon-wise, the Optio is somewhat underwhelming, with only a pair of machine guns and a rocket launcher. However, this can be forgiven, since its intended role is that of an anti-insurgency vehicle and city fighter. Optio pilots are advised to seek cover and wait for support when facing heavier opposition.

Deployment
   As the Optio was jointly designed by the Regulans and Marians, both states have put the ProtoMech into production to support their existing forces. The Marians seem to be concentrating the new machines in the Fourth and Sixth Legions, which are still recovering from the bloodying they took in their failed invasion of several former League worlds. For their part, the Regulans seem to be distributing their Optios in typically haphazard fashion, reinforcing Hussar companies as needed rather than bother organizing their forces properly.

Variants
   The Regulans build the standard OPT-1H, as well as their own variants of the Optio, the OPT-1R and 1R2, depending on what parts are available to them. The 1R switches out the machine guns for a pair of small chemical lasers, and enough ammunition for a short firefight. The rocket launcher is downgraded.

   The 1R2, on the other hand, is a complete overhaul, mounting a class-50 Fusion Engine that pushes the speed up to 86 kilometers per hour while shaving off a quarter-ton of weight. It mounts the chemical lasers of the 1R and the full size-10 rocket launcher of the 1H, giving it impressive firepower in a short skirmish. Unfortunately the Regulan realm's perennial supply problems have kept the number of 1R2s produced relatively low.


Code: [Select]
Name: OPT-1R Optio
Tech Base: IS Biped ProtoMech
Tonnage: 6
BV2:

Equipment Mass (kg)

Internals: Standard   600    
Engine: 30 Fuel Cell   900
Walking MP: 3
Running MP: 5
Jumping MP: 0    
Gyro:   Mini   250    
Control Sys:    IS   750    
Armor Factor:    30 1,800 

Internal Armor
Structure Value
Head    2   4
Torso    6 11  
R/L Arm   2/2 4/4
Legs    4   7


Equipment Location Mass (kg)
Sml.ChemLaser      RA   500
@SCL (16)   400
Sml.ChemLaser      LA   500
RL-6    T1   300


Code: [Select]
Name: OPT-1R2 Optio
Tech Base: IS Biped ProtoMech
Tonnage: 6
BV2:

Equipment Mass (kg)

Internals: Standard   600    
Engine: 50 Standard 1,000
Walking MP: 5
Running MP: 8
Jumping MP: 0    
Gyro:   Mini   250    
Control Sys:    IS   750    
Armor Factor:    25 1,500 

Internal Armor
Structure Value
Head    2   4
Torso    6   9  
R/L Arm   2/2 3/3
Legs    4   6

Equipment Location Mass (kg)
Sml.ChemLaser      RA   500
@SCL (16)   400
Sml.ChemLaser      LA   500
RL-10    T1   500


Code: [Select]
Name: OPT-1R3 Optio
Tech Base: IS Biped ProtoMech
Tonnage: 6
BV2:

Equipment Mass (kg)

Internals: Standard   600    
Engine: 50 Standard 1,000
Walking MP: 5
Running MP: 8
Jumping MP: 0    
Gyro:   Mini   250    
Control Sys:    IS   750    
Armor Factor:    25 1,500 

Internal Armor
Structure Value
Head    2   4
Torso    6   9  
R/L Arm   2/2 3/3
Legs    4   6

Equipment Location Mass (kg)
Small Laser        RA   500
  1 HS    300
Small Laser        LA   500
  1 HS    300
RL-6    T1   300




Code: [Select]
Name: OPT-1R4 Optio
Tech Base: IS Biped ProtoMech
Tonnage: 6
BV2:

Equipment Mass (kg)

Internals: Standard   600    
Engine: 30 Fuel Cell   900
Walking MP: 3
Running MP: 5
Jumping MP: 0    
Gyro:   Mini   250    
Control Sys:    IS   750    
Armor Factor:    30 1,800 

Internal Armor
Structure Value
Head    2   4
Torso    6 11  
R/L Arm   2/2 4/4
Legs    4   7


Equipment Location Mass (kg)
Magshot            RA   500
@Magshot (35)   700
Magshot            LA   500
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Suralin

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Re: Suralin's Proto Thread (also, IS Proto Rules)
« Reply #3 on: August 15, 2017, 10:26:26 PM »

Code: [Select]
Name: Tramper
Tech Base: Inner Sphere (IS)
Tonnage: 3,000 kg
BV2: 55
Cost: 510,932

Equipment Mass (kg)

Internals: Standard       300
Engine: 15 Fuel Cell       450
Walk MP: 3
Run MP: 5
Jump MP: 0
Gyro: Small       250
Control Sys: IS       750
Armor Factor: 10 pts Standard       600

Internal Armor
Structure Value
Head    1   2
Torso    3   3
Main Gun   1   1
R/L Arm    1   1
Legs    2   2


Equipment Location Mass (kg)
Machine Gun        MG       500
@ MG (30)    MG                 150


Code: [Select]
COST CALCULATIONS

Cockpit: (IS) 300,000
Life Sup:   7,500
Sensors: 2K*T   6,000
Myomers: 2K*T   6,000
Internals: 1.6K*T   4,800
Actuators:
   Arms: 180*T*2   1,080
   Legs: 540*T   1,620
Engine (FC): 3.5k*ER*T 157,500
Jumpjets: 200*JJ*T       0
Heat Sinks: 2k*HS       0
Armor: 625*AF   6,250

SUBTOTAL 490,750

(weapons) 496,050
Final cost: *1+(T/100) 510,931.5


Code: [Select]
[b]BV2 calculations:[/b]
2.5 x armor (10) 25
1.5 x IS     (9) 13.5
Def eqpmt    (0)   0

Total stuff 38.5
Def factor x 1.3
------------------------------
Def BV 50.05

MG   5
@MG (0.15T)   0.15

Total guns   5.15
Spd factor x 1.00
------------------------------
Off BV   5.15

Total BV 55.20 --> (55)



Overview:
   The development of relatively modular ProtoMechs was first pioneered by the Hell's Horses back in 3091 with their Unicorn, and followed up on by their more recent Palomino quad ProtoMech. Here in the Inner Sphere, however, our own scientists were beaten to the punch by Kallon Industries of Loyalty, who have heavily promoted sales of
their new Tramper Proto since its creation seven years ago. Like Earthwerks' Shockwave, it is being sold on the open market to bring in much-needed funds. Unlike the relatively advanced Shockwave, however, the Tramper is less of a marvel of advanced engineering, and more of a "ProtoMech on a budget".


Capabilities:
   The Tramper incorporates a number of elements from the common IS Standard Battle Armor, albeit scaled up. The ProtoMech is powered by an efficient Fuel Cell engine, not very different from those used in civilian vehicles. This allows it a top speed of fifty-four kilometers per hour. Though 54kph is unsuitable for keeping up with front-line units, it's a moot point, as the Fuel Cell engine's fuel limitation effectively confines Trampers to defensive roles anyway.
   With this in mind, the Tramper begins to make a bit more sense. Detractors have decried the design as being useless in the field; however, upon analysing the design further, the Tramper is a bargain. Though Inner Sphere ProtoMech control systems, kludged together from battle armor and 'Mech controls, are heavier than their Clan counterparts and require a fair bit of training to use, they are also far cheaper and more reliable than the invasive surgery required for Clan ProtoMech pilots. The Tramper improves upon this cost savings even further with its fuel-cell engine, bringing the cost of a unit down to that of a comparably-armed battle armor suit, with the added bonus of much
improved speed.
   The weaponry is fairly modular, fitting a 250kg or 500kg main gun underneath the right arm along with another 150kg of ammo storage. This is usually enough for limited engagements, after which Tramper pilots are advised to escape or hide. The weapon in question varies by customer; the factory sends out Trampers armed with a simple machine gun, but weapons as diverse as an SRM launcher, an ER micro laser, a recoilless cannon, and a chemical laser have been seen.
   The Tramper also has a pair of mounting brackets on the shoulders, which can be used for single-shot missile launchers, nearly always simple rockets due to weight and targeting limitations. There is also a specialized "Katyusha" variant used by the Marians that mounts rocket launchers exclusively.
   Armor coverage on this light ProtoMech also invites comparisons to lighter Battle Armors, and not in a good way. Trampers are too slow to reliably evade enemy fire, and far too thinly armored to absorb it. Though a pilot with good reflexes can escape the ProtoMech in mere seconds using an expertly-designed rear hatch, by the time he or she
needs to, it's usually already too late.


Deployment:
   Though the Marik-Stewart Commonwealth appropriated a number of Trampers for their own use after absorbing the small Graham-Marik realm, Kallon has mostly sold the design on the open market, resulting in its use by a bewildering variety of units across the Inner Sphere, from the far-flung Calderon Protectorate to the Rim Collection. Several states in the shattered League have also purchased this affordable ProtoMech.
   The remaining Houses have been reticent to invest in this ProtoMech, however, as it's simply not effective enough to survive anything more than a police action. The sole exception to this is the Draconis Combine, which has been attempting to reverse-engineer ProtoMech technology for some time. With Capellan and Republic Protos unavailable to them, Kurita scientists will doubtless be looking deeply at Kallon's workarounds to influence their own efforts.


Variants:

Regulan units often switch out the machine gun and its ammo drum for a small chemical laser. Though it only gets six shots, these units aren't meant for lengthy combat anyway.

Code: [Select]
BV2: 56
Cost: 520,408

Equipment Location Mass (kg)
Small Chem Laser   MG       500
@ SCL (6)    MG                 150

Kallon bundles an SRM launcher and their patented "EZ-Convert" kit with the ProtoMech. It's not uncommon to see this variant in use, generally using Inferno missiles or some other specialty ammo.

Code: [Select]
BV2: 65
Cost: 519,944

Equipment Location Mass (kg)
SRM-1              MG       500
@ SRM (15)    MG                 150

The Duchy of Andurien is one of Kallon's biggest customers, as far as the Tramper goes. They prefer to use an extended-range micro laser -- sold by Ceres Arms at a discount, ostensibly as a token of Chancellor Sun-Tzu's generosity -- as the main gun. After mounting a heat sink to deal with any buildup, they found they had 100 kilos of free weight left over. The mounting brackets on the shoulders are put to good use, each with a single-shot rocket launcher.

Code: [Select]
BV2: 60
Cost: 519,584

Equipment Location Mass (kg)
ER Micro Laser     MG       250
   1 SHS                              300
2 RL-1s            T                  100

The Marians, for their part, make use of the Tramper to support their home-built Optios. Recognizing the futility of trying to use these imported ProtoMechs in lengthy combat, they have modified the Tramper into a rocket delivery platform. Pilots of this variant are advised to get in, unleash their barrage on a target of opportunity, and get out.

Code: [Select]
BV2: 66
Cost: 525,558

Equipment Location Mass (kg)
RL-5               MG                 250
RL-4               T       200
RL-4               T       200

Meanwhile, mercenary groups operating in FedSuns and Lyran space have taken to removing the machine gun and replacing it with a recoilless rifle, which has far better range at the expense of heavier ammo usage.

Code: [Select]
BV2: 63
Cost: 510,932

Equipment Location Mass (kg)
Lt Recoilless    MG       500
@LRR (10)    MG       150
« Last Edit: August 16, 2017, 11:21:33 PM by Suralin »
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Red Pins

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Re: Suralin's Proto Thread (also, IS Proto Rules)
« Reply #4 on: August 15, 2017, 11:40:46 PM »

I think those are all ok, but - what is TRO 3100?   :)
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Suralin

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Re: Suralin's Proto Thread (also, IS Proto Rules)
« Reply #5 on: August 16, 2017, 03:52:58 AM »

TRO:3100 is one of my unfinished projects. Never got around to finishing it or getting art for it -- partly due to financial reasons and partly due to real life intervening -- but it's basically a collection of all sorts of variants and designs (some originally from other fan-TROs themselves) dating to about 3100. A lot of 'em use non-canon weaponry and equipment, as you can see from the previous posts.

Plotwise, the TRO:3100 timeline can be assumed to follow canon despite the additional tech, with a few minor additions around the edges. For instance, there's a Blakist attack on Furillo in 3071, and an unexpected attack by Syrtis partisans on St. Ives in 3095, which still has a lot of people in-universe scratching their heads (among them Angela Hasek herself, who had no idea said partisans existed until after the attack was over). There's also a closer degree of cooperation between the Regulans and Marians than in canon.


That whole thing is distinct from the Vaults AU timeline, which veers off from canon in 3022, and which I'm working on far more actively.


Anywho, back to Protos. Here's a Clan one.


Code: [Select]
Palomino

Mass: 15 tons
Chassis: ProtoMech PLM
Power Plant: 90 Fusion
Cruising Speed: 54.0 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None
Armor: ProtoMech Standard P-15Q
Armament:
- 1 ER Micro Laser
- 1 Series 7M ER Medium Laser
- 1 LRM-10 Rack
Manufacturer: Swedenborg Heavy Industries
Primary Factory: Kirchbach
Communications System: Proto Type-4
Targeting and Tracking System: Proto-Enhanced, Model 5-A

Equipment Mass (kg)

Internals: Adv. Composite     1500
Engine:         90 Fusion           3000
Walk MP: 5
Run MP: 8
Jump MP: 5      750
Gyro: n/a        0    
Control Sys: Clan Heavy      750
Armor Factor: 60 pts Standard     3000

Internal Armor
Structure Value
Head     4   9
Torso    15 25
Main Gun    2   6
Legs    16 20

Equipment Location Mass (kg)
cLRM-10            MG               2500
@LRM (9)            T                750
cerMLAS            MG               1000
   5 HS                             1250
cerµLAS             T                250
   1 HS                              250

Overview:
   Despite their Abjuration, the Nova Cats have produced a number of impressive 'Mech designs -- impressive enough that the other Inner Sphere Clans will (often grudgingly) admit it and attempt to emulate it. One such design was the 75-ton Sphinx, well-respected even by traditionalist Clan warriors for its withering firepower and logistical efficiency.
   The Hell's Horses Clan attempted first to emulate the Sphinx, which became troublesome due to the limited availability of the extra-light 375 engine. Though Khan Kabrinski was confident his warriors could win some of these engines in Trials of Possession against the Bears or Sharks, an alternative plan became more attractive.
   It was pointed out to the Khan that, while a modified Sphinx-analogue would likely perform fairly well, it would be far easier and cheaper to mass-produce ProtoMechs which, collectively, would have more redundancy, less heat buildup, and more armor.
   This mentality led to the Procyon Quad-Proto, the radical Svartalfa glider Protomech, and its terrifying missile-support variant (nicknamed "SvartBeta" by a young analyst). The Horses attempted to pioneer Omni technology on Protomechs with the Unicorn.
   In a fit of whimsy, Khan Kabrinski decided that his "Proto-Sphinx" idea hadn't yet been emulated well enough, and ordered the creation of the Palomino, which was meant to provide the functionality of such a 'Mech, distributed amongst a full Point of Proto's.


Capabilities:
   Because the Omni technology on the Unicorn had not yet been perfected, the Palomino was designed as a standard quadrupedal ProtoMech. As such, it lacks the prestige level of the earlier Proto, but as proven technology it also lacks the recurring glitches that have plagued the Unicorn and kept its production low.
   First and foremost in the technicians' minds, however, was coming as close to the performance of a 75-ton BattleMech as a Point of Protos could. To this end, they built the heaviest ProtoMech the frame could handle -- fifteen tons -- and added an engine sufficient to push it to 86 kilometers per hour. A quintet of jumpjets, one in each leg and another in the "belly", gives the Palomino impressive tactical maneuverability as well.
   However, the Horses' technician caste could not deal with all the waste heat associated with an all-energy loadout. As such, they had to instead base the weaponry around an off-the-shelf LRM ten-rack, and an extended-range
medium laser, with a micro-laser in the torso to deal with infantry. Even without large energy weaponry, the combined weight of the heat sinks means that the LRM rack can only fire nine volleys before the pilot must reload. This was seen as a desirable trait, though; the Khan realized it was prudent to minimize the pilots' time in combat, and hopefully slow their mental destabilization somewhat.
   The Palomino's armor is heavily stylized, resembling (as one would expect) an idealized equine. The armor is also incredibly thick for a 15-ton combat unit; the torso armor is able to stop even a Heavy Gauss slug, while the reinforced leg armor is proof against assault-class autocannons.
   The preferred tactic for Palomino pilots is pack-hunting. Lighter 'Mechs and vehicles can be taken down with near impunity, given their general lack of weapons that can hurt such thickly-armored ProtoMechs. Larger targets that can't be outranged or effectively swarmed, can usually be outrun.


Deployment:
   Fairly soon after the Palomino's debut, Horse ProtoMech pilots began petitioning the Khan to make the design a totem design of the Clan, much as the Balius is for the Clan's 'Mech forces. Though the pilots' fervent mutterings about becoming "majestic hoofbeasts" somewhat unnerved the Khan, he acquiesced to their request, seeing it as another useful symbol to rally the Clan behind.
   With the ongoing pullback from the former Pirate Kingdoms eating up their logistics, the Horses have only recently begun outfitting their units with the Palomino. The 71st Mechanized Cavalry and the 22nd Mechanized Asssault have received the majority of these units, though a few have filtered into other units, mainly along the Wolf border.
   The Diamond Sharks -- now Sea Foxes once again -- briefly attempted to win rights to the Palomino in a few Trials of Possession. However, between the Horses' zealous defense, and the fact that the Foxes have found ProtoMech sales generally lacking, they have given up and allowed the Horses to retain exclusivity.


Variants:
   The most common variant (besides the standard one) fields an extended-range large laser in the turret. It removes the jump jets and a quarter ton of armor from the torso and legs to free up weight for the heat sinks.

Code: [Select]
Jump MP: 0        0

Armor Factor: 55 pts Standard     2750

Internal Armor
Structure Value
Head     4   9
Torso    15 22
Main Gun    2   6
Legs    16 18

Equipment Location Mass (kg)
cerLLAS            MG               4000
  12 HS                             3000

   Another minor variant keeps the main weaponry intact, but switches out the micro laser for a machine gun and ammo, so as to be more useful against enemy infantry.

Code: [Select]
Equipment Location Mass (kg)
cLRM-10            MG               2500
@LRM (9)            T                750
cerMLAS            MG               1000
   5 HS                             1250
cLMG                T                250
@LMG (50)                            250

   The Horses occasionally field a variant that strips all the weaponry in favor of a turret-mounted Protomech AC/8. The gun has enough ammo for five volleys, which, between a Point of Protos, is enough for a short Clan Trial against a 'Mech or vehicle opponent. It's not expected that this variant will show up much, outside of the heavily ritualized trappings of Clan honor duels.

Code: [Select]
Equipment Location Mass (kg)
cPAC-8             MG               5500
@PAC (5)     T                500
« Last Edit: August 18, 2017, 12:21:07 PM by Suralin »
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