BattleTech ProtoMech Technical Readout

Type/Model: Sheriff [Human Sphere]
Tech: Clan / 3071
Config: ProtoMech
Rules: Rules Level 2, Standard design
   
Mass: 9 tons   (9,000 kg)
Chassis: Advanced Composite
Power Plant: 55 Size Fusion
Cruise Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 ProtoMech Jump Jets
   Jump Capacity:    120 meters
Armor Type: Integral Advanced Alloy
Armament:
1 Medium Laser*
2 RL 3s*
1 Small Laser*
1 Machine Gun*
Manufacturer:    Unknown
   Location:    Unknown
Communications System:    Unknown
Targeting & Tracking System: Unknown


Overview:
When the survivors of the Colonial Marshals arrived at Fronc and helped the Federation defeat the Word forces on planet, they saw the small (by comparison to BattleMechs) Voltigeur in action. Impressed by how well it fought, the Colonial Marshals realized they needed something like it to fill a middle ground in their operational structure. They found that design to be too slow and narrowly focused though, and asked the Fronc engineers to make something more mobile and with a wider array of weapons. Before the year ended, the engineers returned with an example and the Colonial Marshals placed an opening order for the Sheriff. The design has been in constant production ever since.

Capabilities:
The Sheriff is as fast as the much larger Marshal BattleMech, and jump jets allow it to maneuver in difficult terrain as well. A BattleMech-scale laser makes up the main cannon of the design, giving it a terrible bite to any threat, but can be disengaged and placed on the ground when the Sheriff is not in combat.   With fully articulating hands, they can be used to help in construction efforts, their right arm laser can be tuned down for use in welding, and the twin set of rockets over each shoulder can be outfitted for flares or other specialty munitions. The machine gun in the left arm was placed there to make it more deadly against raiders and pirates, but they can be loaded with numerous alternate loads that make them useful for non-deadly uses.

Deployment
Every city in the New Colony Regions has a Sheriff assigned to oversee it, and larger cities often have more than one. They are the final authority of the Colonial Marshals that most people see on a daily basis, the eyes and ears of the service, the men and women in charge of working with the locals. They are usually locals themselves, the back bone of the Colonial Marshals. While children dream of being a Ranger or Marshal, striding around in their massive BattleMechs and looking down on the earth around them, it is the Sheriffs that keep the connection with the people strong.
         In a roving Colonial Marshal Posse, Sheriffs are deployed in larger numbers to escort larger Marshal or Ranger BattleMechs, and have proven themselves to be dedicated and dangerous fighters when in groups.


Type/Model: Sheriff [Human Sphere]
Mass: 9 tons   (9,000 kg)
Equipment:   Mass
Internal Structure: 20 pts Advanced Composite 900
Engine: 55 Size Fusion 1,500
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Cockpit, Life Support, Sensors & Pilot: 500  
Heat Sinks: 4 Compact ProtoMech 1,000  
Armor Factor: 43 pts Integral Advanced Alloy 2,150  

    Internal Armor
    Structure Value
  Head: 2 6
  Torso: 9 16
  Main Gun: 1 3
  Left / Right Arms: 2 / 2 4 / 4
  Legs: 5 10

Weapons & Equipment: Loc Heat Ammo Mass
1 Medium Laser* Main Gun 3   1,000
1 RL 3* Left Arm 0 1 150
1 RL 3* Right Arm 0 1 150
1 Small Laser* Torso 1   500
1 Machine Gun* Torso 0 50 750
4 Standard Jump Jets: 0   400
TOTALS:   4   9.00
Mass Left, kg:       0

Calculated Factors:
Total Cost: 855,514 C-Bills
Battle Value: 241
Cost per BV: 3,549.85
Weapon Value: 57 / 57 (Ratio = .24 / .24)
Damage Factors:    SRDmg = 8; MRDmg = 2; LRDmg = 1
BattleForce2: MP: 4J,   Armor/Structure: 11 / 0
    Damage PB/M/L: 7/5/2,   Overheat: 0
    Class: P ,   Point Value: 2

Designed with HeavyMetal Lite