BattleTech ProtoMech Technical Readout

Type/Model: Deputy [Human Sphere]
Tech: Clan / 3071
Config: ProtoMech
Rules: Rules Level 2, Standard design
   
Mass: 5 tons   (5,000 kg)
Chassis: Advanced Composite
Power Plant: 60 Size Fusion
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: 8 ProtoMech Jump Jets
   Jump Capacity:    240 meters
Armor Type: Integral Advanced Alloy
Armament:
1 Small Laser*
3 RL 1s*
Manufacturer:    Unknown
   Location:    Unknown
Communications System:    Unknown
Targeting & Tracking System: Unknown


Overview:
Deputies are the members of the Colonial Marshals that give most Marshals the largest number of ulcers. Only a Constable that has proven himself far more capable than the average Constable is ever granted a promotion to Deputy, and so this rank is both the path to greater responsibility and also the first step a Colonial Marshal gets into a wide new world of possibilities. Many Deputies crash and burn, unable to handle their new duties, but those that prove their abilities soon find themselves on a fast track to success in the organization.

Capabilities:
The ProtoMech they use is faster than any other ProtoMech in the Trinity Alliance, and it is this unmatched mobility that makes them so valuable. They can quickly scout out situations and flee those that could be dangerous. With fully articulating hands, they can be used to help in construction efforts, their lasers can be tuned down for use in welding, and their rockets can be outfitted for flares or other specialty munitions. All of these uses make them valuable members of society in any frontier town.

Deployment
Most cities have several Deputies supporting the Sheriff, learning the ropes. In a roving Colonial Marshal Posse they normally act as scouts for the main Posse, screening the formation and looking for their main target.


Type/Model: Deputy [Human Sphere]
Mass: 5 tons   (5,000 kg)
Equipment:   Mass
Internal Structure: 11 pts Advanced Composite 500
Engine: 60 Size Fusion 1,500
   Walking MP: 8    
   Running MP: 12    
   Jumping MP: 8    
Cockpit, Life Support, Sensors & Pilot: 500  
Heat Sinks: 1 Compact ProtoMech 250  
Armor Factor: 24 pts Integral Advanced Alloy 1,200  

    Internal Armor
    Structure Value
  Head: 1 4
  Torso: 5 8
  Main Gun: 1 3
  Left / Right Arms: 1 / 1 2 / 2
  Legs: 3 5

Weapons & Equipment: Loc Heat Ammo Mass
1 Small Laser* Main Gun 1   500
1 RL 1* Left Arm 0 1 50
1 RL 1* Right Arm 0 1 50
1 RL 1* Torso 0 1 50
8 Standard Jump Jets: 0   400
TOTALS:   1   5.00
Mass Left, kg:       0

Calculated Factors:
Total Cost: 754,163 C-Bills
Battle Value: 188
Cost per BV: 4,011.5
Weapon Value: 36 / 36 (Ratio = .19 / .19)
Damage Factors:    SRDmg = 3; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 8J,   Armor/Structure: 6 / 0
    Damage PB/M/L: 4/2/2,   Overheat: 0
    Class: P ,   Point Value: 2

Designed with HeavyMetal Lite