the shape of things to come
the shape of things to come
the shape of things to come
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must use standard BattleMech fusion engines instead (see <strong>the</strong><br />
Master Engine Table, p. 49). In <strong>the</strong> latter case, however, any Engine<br />
Rating not evenly divisible by 5 must be rounded up <strong>to</strong> <strong>the</strong> next<br />
nearest rating <strong>to</strong> fi nd its appropriate engine size. For example, a<br />
Pro<strong>to</strong>Mech with a computed Engine Rating <strong>of</strong> 42 rounds up <strong>to</strong> a<br />
fi nal Engine Rating <strong>of</strong> 45.<br />
The Pro<strong>to</strong>Mech Engine Rating and Mobility Formulas summarize<br />
<strong>the</strong> rules for computing a Pro<strong>to</strong>Mech’s Engine Rating and<br />
determining <strong>the</strong> <strong>to</strong>nnage for its engine.<br />
Pro<strong>to</strong>Mechs may use only standard fusion engines. Nonfusion<br />
engines, as well as non-standard fusion engines such<br />
as Compact, Light and XL engines, may not be installed on a<br />
Pro<strong>to</strong>Mech’s chassis.<br />
Space: Pro<strong>to</strong>Mech engine hits are handled as a default critical<br />
hit on <strong>the</strong> Pro<strong>to</strong>Mech’s Hit Locations and Critical Hits Table, and so<br />
occupy no critical slots as engines do on BattleMechs and IndustrialMechs.<br />
John wants <strong>to</strong> give his Siren-4 enough<br />
speed <strong>to</strong> run down almost any quarry and<br />
still escape <strong>the</strong> inevitable return fi re, so he<br />
chooses a fast Walking speed <strong>of</strong> 10 MP. This<br />
gives his Pro<strong>to</strong>Mech a Running speed <strong>of</strong> 15<br />
MP (10 Walking MP x 1.5 = 15 Running MP).<br />
The Siren’s Engine Rating will thus be 45 (3<br />
<strong>to</strong>ns x 15 Running MP = 45). Because this rating<br />
is 40 or higher, John consults <strong>the</strong> Master Engine Table<br />
on p. 49 and fi nds that a standard 45-rated fusion engine<br />
will weigh 1 <strong>to</strong>n (1,000 kilograms). After subtracting this<br />
from <strong>the</strong> Siren’s unspent weight, John fi nds that he has<br />
1,700 kilograms left over.<br />
Kevin feels speed is less a priority for his<br />
Hydra than good armor and fi repower, so<br />
he decides on an average Walking MP <strong>of</strong> 4,<br />
which yields a Running MP <strong>of</strong> 6 (4 Walking<br />
MP x 1.5 = 6 Running MP). This means his<br />
6,000-kilogram (6-<strong>to</strong>n) Pro<strong>to</strong>’s engine will<br />
need an Engine Rating <strong>of</strong> 36 (6 <strong>to</strong>ns x 6<br />
Running MP = 36). This is below <strong>the</strong> 40 Rating<br />
that would place <strong>the</strong> Pro<strong>to</strong>Mech’s<br />
engine weight on <strong>the</strong> Master Engine Table. Instead, Kevin<br />
computes his Hydra’s engine mass, multiplying its rating<br />
by 25 kilograms, and fi nds that his fi nal engine weight will<br />
be 900 kilograms (Engine Rating 36 x 25 kg = 900 kg). The<br />
Hydra now has 4,500 kilograms <strong>of</strong> unspent weight remaining<br />
(5,400 kg – 900 kg = 4,500 kg).<br />
Lara wants her 9-<strong>to</strong>n assault Pro<strong>to</strong>Mech<br />
<strong>to</strong> have a surprising amount <strong>of</strong> speed, and<br />
so decides <strong>to</strong> give <strong>the</strong> Delphyne-2 an<br />
impressive Walking MP <strong>of</strong> 5. This produces<br />
a Running MP <strong>of</strong> 8 (5 Walking MP x 1.5 = 7.5<br />
Running MP, rounded up <strong>to</strong> 8), and requires<br />
an Engine Rating <strong>of</strong> 75 <strong>to</strong> accomplish. (While<br />
9 <strong>to</strong>ns x 8 Running MP = 72, <strong>the</strong> fact that 72<br />
is greater than 40 means that Lara has <strong>to</strong><br />
fi nd her Pro<strong>to</strong>’s engine using <strong>the</strong> Master Engine Table on<br />
p. 49. This forces her <strong>to</strong> round her Engine Rating result up<br />
<strong>to</strong> <strong>the</strong> nearest listed Engine Rating, which is 75.) On <strong>the</strong><br />
PROTOMECH JUMP JET<br />
WEIGHT TABLE<br />
Pro<strong>to</strong>Mech Weight Jump Jet Weight<br />
2 <strong>to</strong> 5 <strong>to</strong>ns 50 kg/Jumping MP<br />
6 <strong>to</strong> 9 <strong>to</strong>ns 100 kg/Jumping MP<br />
Master Engine Table, Lara fi nds that a 75-rated standard<br />
fusion engine weighs 2 <strong>to</strong>ns (2,000 kilograms), and so she<br />
subtracts this from <strong>the</strong> Delphyne’s unspent weight. The<br />
Delphyne now has 6,100 unspent kilograms left (8,100 kg<br />
– 2,000 kg = 6,100 kg).<br />
DETERMINE JUMP CAPABILITY<br />
Pro<strong>to</strong>Mechs may mount jump jets in <strong>the</strong> same way as BattleMechs<br />
do, except that <strong>the</strong>ir jets weigh considerably less per Jump<br />
MP than BattleMech jets. See <strong>the</strong> Pro<strong>to</strong>Mech Jump Jet Weight<br />
Table above <strong>to</strong> fi nd <strong>the</strong> mass <strong>of</strong> each Pro<strong>to</strong>Mech jump jet, based<br />
on <strong>the</strong> Pro<strong>to</strong>’s <strong>to</strong>tal weight. Each Pro<strong>to</strong>Mech jump jet provides 1<br />
Jumping MP and is considered <strong>to</strong> be mounted in <strong>the</strong> Pro<strong>to</strong>Mech’s<br />
legs and/or rear <strong>to</strong>rso.<br />
Only Pro<strong>to</strong>Mechs may use Pro<strong>to</strong>Mech jump jets. Pro<strong>to</strong>Mechs<br />
may not employ non-Pro<strong>to</strong>Mech jump jets.<br />
A Pro<strong>to</strong>Mech’s Jumping MP may not exceed its Walking MP, so<br />
a Pro<strong>to</strong>Mech that has a Walking MP <strong>of</strong> 5 may not install more than<br />
5 jump jets.<br />
Space: Pro<strong>to</strong>Mech jump jets do not occupy slots on <strong>the</strong> Pro<strong>to</strong>-<br />
Mech’s Weapons Inven<strong>to</strong>ry. Critical hits <strong>to</strong> any jets are already built<br />
in<strong>to</strong> <strong>the</strong> Pro<strong>to</strong>’s Hit Locations and Critical Hits Table, so <strong>the</strong>ir exact<br />
locations need not be determined on <strong>the</strong> record sheet.<br />
Satisfi ed with <strong>the</strong> Siren-4’s swift overland<br />
speed, and already short on kilograms for<br />
weapons, ammunition and armor, John<br />
decides not <strong>to</strong> mount jump jets on his Pro<strong>to</strong>-<br />
Mech at this point.<br />
Equally content with <strong>the</strong> ground speed<br />
<strong>of</strong> his Hydra, and eager <strong>to</strong> save as much<br />
weight as possible for guns and armor,<br />
Kevin also elects <strong>to</strong> mount no jump jets on<br />
his Pro<strong>to</strong>Mech design.<br />
Even though her Pro<strong>to</strong> is already fast<br />
for its size, Lara decides <strong>to</strong> add an extra<br />
surprise in <strong>the</strong> form <strong>of</strong> jump jets. She<br />
decides on <strong>the</strong> maximum Jumping MP <strong>of</strong><br />
5 (equal <strong>to</strong> <strong>the</strong> Delphyne-2’s Walking MP)<br />
and computes that <strong>the</strong> <strong>to</strong>tal weight for all<br />
5 jump jets will <strong>come</strong> <strong>to</strong> 500 kilograms (5<br />
Jumping MP x 100 kg/Jumping MP [for a<br />
6- <strong>to</strong> 9-<strong>to</strong>n Pro<strong>to</strong>] = 500 kilograms). Because Pro<strong>to</strong>Mechs