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Head Crab
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Thunder
Clan Blood Spirit
Star Colonel
Star Colonel


Joined: 22-Feb-2024 01:39
Posts: 300

PostPosted: 09-Mar-2025 01:58    Post subject: Head Crab Reply to topic Reply with quote

TRO: Head Crab
                 ProtoMech Technical Readout

Name/Model:         Head Crab
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            15
Configuration:      Ultraheavy Quad ProtoMech
Era/Year:           Dark Age / 3150
Rules (Current):    Experimental (Extinct)
Rules (Era):        Experimental
Rules (Year):       Experimental (Extinct)
Total Cost:         1,816,712 C-Bills
Battle Value:       417

Chassis:              ProtoMech
Power Plant:          90 ProtoMech Fusion
Cruising Speed:       54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            Extended
    Jump Capacity:    210 meters
Armor:                Electric Discharge ProtoMech
Armament:             
    4 Machine Guns
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Head Crab is another take on the concept of the Melee protomech.  Built based on the
    United Freeman database, its a very manueverable platform intended for close assualt
    operations.  Its following amongst Clan Enclave forces is tepid, but a few pilots favor it.

Capabilities:
    The key points of the Head Crab are its mobility, thanks to its extended Jump Jets, its
    firepower which is a mix of machine guns and enhanced melee capability, and its armor.
    
    The armor is both uninteresting and possibly the key feature of the design.  Protection
    follows a standard spread.  The type of armor is the rare electric dischage armor
    effectively turning the entire protomech into a nech scale taser.
    
    The weapons capitalize on the armors contact based nature, enhancing the damage of melee
    attacks, or allowing the Head Crab to stay in close contact while dishing out damage while
    its armor recharges.  Of note is a strong tendency to use the machine guns in rapid fire
    mode,  a choice that devours ammo, but nearly doubles the expected damage output.
    
    Mobility is where the most arguments concerning the best protomech to use come into focus.
    Using a moderate ground speed and enhanced jump capabilities, The Head Crab is... just over
    a third to a half as fast as the designs it competes against.  In any kind of open terrain
    its going to be out maneuvered handily.  But, in built up terrain,  such as forests or urban
    environments those jump jets can give the Head Crab above average mobility.

Deployment:
    The ideal tactic of the Head Crab is to crowd a target and take turns with their melee
    attacks allowing a constant preasure of taser attacks intil their target falls.  Of note
    from the data footage from the Freeman archives is instances where an entire point of Head
    Crabs would engage a target in melee at once.  In simulations this is considered a viable
    tactic,  but in the actual fiekd at best only one or two protomechs is capable of
    physicality attacking a target at the same time.

================================================================================================
Equipment                                                             Mass (kg)                 
------------------------------------------------------------------------------------------------
Internal Structure:                         ProtoMech                   1,500                   
Engine:                                90 ProtoMech Fusion              3,000                   
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 7                       2,100                   
Heat Sinks (ProtoMech):                         0                         0                     
Cockpit:                                    ProtoMech                    750                    
Armor Factor:                                   61                      4,575                   
    Type:                          Electric Discharge ProtoMech                                 

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               4              3       
    Torso:                             15             30       
    Main Gun:                           -              -       
    R/L Arm:                            0              0       
    Legs:                              14             28       

================================================================================================
Weapons and Ammo                                       Location         Mass (kg)               
------------------------------------------------------------------------------------------------
4 Machine Guns                                            T               1,000                         
Machine Gun (Ammo 215)                                    T               1,075                         
ProtoMech Quad Melee Weapon                               T               1,000                         

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 14
TP: PM,  SZ: 1,  TMM: 2,  MV: 10"/14"j
Damage: (S) 1 / (M) 0 / (L) 0
Armor (A): 2,  Structure (S): 1
Specials: JMPS1, MEL
		
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