BattleMech Technical Readout

Type/Model: King Crab KGC-0000
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 100 tons
Chassis: Hollis Mark II Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
   Jump Capacity: 0 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Imperator-D Autocannon/20s
1 Doombud LRM 15
1 Magna Mk III Large Laser
Manufacturer:    General Motors
   Location:    Kathil
Communications System:    Dalban VirtuTalk
Targeting & Tracking System: Dalban HiRez


Overview:

         Introduced just before the collapse of the Star League, the King Crab filled General Kerensky's order for an assault 'Mech able to "cripple or destroy another BattleMech in one salvo." Though not as well-armored as the heaviest assaults, the King Crab's firepower fulfills the role as described.
         Originally introduced with advanced communications gear, it quickly became apparent that expensive electronics were not well-suited to a BattleMech whose primary assignment was to close and slug it out with the enemy. The advanced communications suites have been replaced by the more common Dalban VirtuTalk in all production models.

Capabilities:

         The KGC-0000's role is simple: smash down any opposition that stands in the way. Its primary weapon systems, the twin Imperator-D super-heavy autocannons, make this an easy task. The combined damage output is enough to strip the armor from even the strongest 'Mech after a few bursts. Because they mounted these weapons in the arms, the designers also installed very simple hand actuators, which serve primarily as housings to protect the massive Imperator autocannons when not in actual use. The actuators open and close during combat, an effect that gives them the appearance of pincers or claws-one of the characteristics from which the 'Mech draws its name.
         To soften up the enemy at range, the King Crab houses a Doombud LRM-15 rack in the left torso. The ammunition feed requires a delicate balance and regular, careful maintenance to keep it in working order. Field conditions often tempt techs assigned to this 'Mech to by-pass or jury-rig a constant variety of temporary "fixes" to this system, which only compound the problem after repeated use.
         The drawback to using such large weapons is the lack of ammo for extended operations. By mounting the Magna heavy laser in the right torso, the engineers hoped to give the BattleMech some staying power on the field and a little extra punch at long range. Though the Magna is one of the most reliable heavy lasers in the Inner Sphere, that single weapon offers no real solace to a MechWarrior who hears his last reload spin into place.


Type/Model: King Crab KGC-0000
Mass: 100 tons
Equipment:   Crits Mass
Internal Structure: 152 pts Standard 0 10.00
Engine: 300 6 19.00
   Walking MP: 3    
   Running MP: 5    
   Jumping MP: 0    
Heat Sinks: 15 Single 3 5.00
   (Heat Sink Loc: 1 CT, 1 LL, 1 RL)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 272 pts Standard 0 17.00

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 31 39
  Center Torso (Rear):   12
  L/R Side Torso: 21 29/29
  L/R Side Torso (Rear):   10/10
  L/R Arm: 17 33/33
  L/R Leg: 21 34/34

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Autocannon/20 LA 7   10 14.00
1 Autocannon/20 RA 7 10 12 16.00
   (Ammo Loc: 1 LT, 1 RT)
1 LRM 15 LT 5 8 4 8.00
   (Ammo Loc: 1 LT)
1 Large Laser RT 8   2 5.00
TOTALS:   27   62 100.00
Crits & Tons Left:       16 .00

Calculated Factors:
Total Cost: 9,622,000 C-Bills
Battle Value: 1,401
Cost per BV: 6,867.95
Weapon Value: 1,521 / 1,521 (Ratio = 1.09 / 1.09)
Damage Factors:    SRDmg = 25; MRDmg = 12; LRDmg = 4
BattleForce2: MP: 3,   Armor/Structure: 7/8
    Damage PB/M/L: 4/3/-,   Overheat: 2
    Class: MA,   Point Value: 14
    Specials: if


Hosted by www.Geocities.ws

1