Code: CSN Protomechs
Chassis Design: Tech Base - CSN Protomechs use Inner Sphere technology and CSN/GDI technology only. Choose Tonnage - CSN Protomechs weigh between 2 and 9 tons, in increments of 1 ton (1,000 kg). Allocate Tonnage for Internal Structure - This takes up 10% of its total weight. CSN Protomechs can utilize an Endo-Steel internal skeleton, which weighs only 5% of its total weigh, but loses all equipment slots in its torso and cannot mount jump-jets. Add Cockpit - CSN Protomech cockpits weigh 400kg (including the weight of the pilot) and the pilot must be wearing a CSN/GDI Plugsuit. Due to the advanced Neurohelmet, digital gyroscopic control, and small size, it does not require a gyroscope. Add Other Equipment: Determine Engine Rating - First decide if the CSN Protomech is carrying a Fuel Cell engine or a Fusion Reactor. Multiple its Running MP by the tonnage of the Protomech. If the rating is smaller then 40, find the weight of the engine by multiplying the rating by 25kg. No XL engines are possible due to the tight internal space of the CSN Protomech. Each CSN Protomech comes with two miniaturized single heat sinks that take up no additional tonnage. Fuel Cell engines are good for 650 turns before requiring refueling, and cannot mount energy weapons. Fusion reactors have no such maximum turn limitations, and can mount energy weapons. Determine Jump Capability - 2-5 tons, each Jump Jet weighs 50kg per Jump MP. 6-9 tons, 100kg per Jump MP. Maximum Jump MP is equal to the unit's Walking MP plus one. Add Armor - Use standard Clan Protomech Armor Table for max armor per location, per tonnage of unit. Ferro-Fibrous is not allowed due to the tight internal spaces and its bulkier size. Add Weapons , Ammunition, Heat Sinks and Other equipment - CSN Protomechs have access to all equipment available to Inner Sphere or CSN/GDI Battlemechs with the exception of Ferro-Fibrous, MASC, and Triple Strength Myomer. Location Restrictions - Arms: can mount one weapon system weighing no more then 500 kg. Torso: can mount up to two weapons or pieces of equipment, where the total weight is no more then 2,000kg. Weapons cannot be mounted to the rear in the torso. Main Gun: CSN Protomechs do not carry a Main Gun as in Clan Protomechs. Heat Sinks - All energy and Gauss/Railgun type weapons that generate heat must have heat sinks assigned to them during construction. As on conventional vehicles, ballistic (with the above exceptions) and missile weapons do not require heat sinks when mounted on CSN Protomechs. Each of these heat sinks weighs 250 kg, and there must be an amount of heat sinks equal to the total amount of heat produced by all energy and Gauss/Railgun weapons mounted. Remember that CSN Protomechs come with two free heat sinks as part of their engine. CSN Protomechs are too small to utilize Double Heat Sinks. Missile Launchers - Same rules as Clan Protomechs with the following exceptions. Universal Missile Hardpoints (UMH) can only be mounted on either arm, with a maximum size of UMH-3 per Protomech. MRM: Each MRM tube weighs 100kg. MRM ammunition weighs 20kg per each MRM. MML: CSN Protomechs cannot mount MMLs. UMH: Each UMH weighs 25 kg. A single Maverick V (mounts on UMH) weighs 225kg. A single Hellfire III (mounts on UMH) weighs 75kg. A single SL-AMRAAM IIB (mounts on UMH) weighs 125kg. Maverick V: 20 dmg, range 0/20/30/40, +5 to-hit. Hellfire III: 8 dmg, range 0/10/20/30, +5 to-hit. SL-AMRAAM IIB: 12 dmg, range 0/50/75/100, +5 to-hit. Ammunition - Same rules as Clan Protomechs. Export Models- CSN Export models cannot mount UMHs due to lacking the proper hardware mounts and software link-ups.