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King Crab _ KGC-1500 (Scorpion Edition 1)
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Steel Scorpion Mercs.
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Joined: 17-Nov-2003 00:00
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PostPosted: 31-Jul-2007 02:49    Post subject: King Crab _ KGC-1500 (Scorpion Edition 1) Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model:    King Crab - KGC-1500 (Scorpion Edition 1)
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 2, Modified 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:    StarSlab/9 Standard
Armament:      
  6 Ceres Arms ER Medium Lasers
  2 Defiance Thunder Ultra AC/20s
  1 Forward-1 TAG
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  Dalban Commline
Targeting & Tracking System:  Dalban HiRez-B

------------------------------------------------------------------------------
==Overview:==
When General Kerensky called for the design of a powerful new 'Mech in 2741,
he received the blueprints for the King Crab, the largest 'Mech ever designed.
The armor is nearly as heavy as an entire light 'Mech, with the firepower to
destroy medium 'Mechs in one salvo. It is obviously not designed for speed but
for sheer firepower. The Dalban electronics and communications gear are
state-of-the-art, while the same Dalban Hirez-B targeting system is an
engineer's showpiece, containing every piece of new technology.
[EDITOR'S NOTE: The King Crab entered full production but proved to be
less versatile than the later 100-ton Atlas. Though not nearly the command
vehicle the Atlas was, the King Crab was ideally suited to close fighting and
remained in service. Almost all left with the Exodus.]


==Capabilities:==
The Scorpion Edition of the KC is a deceitful and very effective juggernaut.
Having acquired several chassis' from ComStar (in 3065) as payment for
services rendered, the KC Hulks only had the most rudimentary components for
the cockpit, and were basically stripped of everything that made a King Crab
what it was.

19 tons of Star Slab standard armor were fitted to this monstrous machine
where Ferro-Fibrous armor once was. Two Defiance Thunder U/AC-20's were added
to the mech's side torso locations, where they are well protected, with six
tons of ammo. Six Ceres Arms ER Medium lasers were added to the arms that once
housed the original Deathgiver autocannons. The last piece of equipment is a
Forward-1 TAG unit, to allow the KGC to call for artillery fire.

With the assortment of weapons this Mech carries, it can easily overheat and
cook-off its own ammo. To minimize this, the mech has staged attack zones. The
Medium lasers lure opposition into a false sense of security that this mech is
"lightly" armed. Once the mech's Opponents are suckered into a comfortable
range, the U/AC-20's are employed to devastating effect, to neutralize that
unit. This tactic only works when it's used wisely. And once the U/AC's use up
the limited ammo supply, there is little the pilot can do but use the 6
ERmedium lasers, and retreat. If the Mech is supplied with ammo, constantly,
it can be a nearly unstoppable juggernaut.

NOTES: The U/AC's start their ammo comsumption with the ammo in the legs, then
from the torsos. The ER Medium lasers are seldom all fired at once, and are
instead used in twos, one from each arm.
--------------------------------------------------------
Type/Model:    King Crab - Scorpion Edition 1
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 Fusion                    6     19.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     12 Double [24]               0      2.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         47      
   Center Torso (Rear):                 14      
   L/R Side Torso:           21      33/33      
   L/R Side Torso (Rear):              9/9      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      41/41      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
3 ER Medium Lasers       RA     15           3      3.00
3 ER Medium Lasers       LA     15           3      3.00
1 Ultra AC/20            RT      8   30     16     21.00
  (Ammo Locations: 2 LT, 2 RT, 1 LL, 1 RL)
1 Ultra AC/20            LT      8          10     15.00
1 TAG                    HD      0           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         62          66    100.00
Crits & Tons Left:                          12       .00

Calculated Factors:
Total Cost:        11,356,000 C-Bills
Battle Value:      1,611
Cost per BV:       7,049.04
Weapon Value:      1,642 / 1,642 (Ratio = 1.02 / 1.02)
Damage Factors:    SRDmg = 31;  MRDmg = 9;  LRDmg = 0
BattleForce2:      MP: 3,  Armor/Structure: 8/8
                   Damage PB/M/L: 4/3/-,  Overheat: 4
                   Class: MA;  Point Value: 16
                   Specials: tag

_________________
"A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 08-Aug-2007 06:34    Post subject: Reply to topic Reply with quote

A hunchback IIC with ammo and armor... not that bad, but the lack of ranged weapons will be felt since anything beyound 15 hexes away is beyond reach and even while stationary it may be hard to hit targets between 10 and 12 hexes away since the med lasers and tag still receive long range penalties, while standard PPC is already at medium range (not even considering long range weapons). If the enemy has a place to maneuver and clear LOS this 'Mech is a sitting duck. Use with caution and it will do it's work.
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