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
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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.
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Equipment Mass (kg)
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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
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Weapons and Ammo Location Mass (kg)
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4 Machine Guns T 1,000
Machine Gun (Ammo 215) T 1,075
ProtoMech Quad Melee Weapon T 1,000
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Alpha Strike Statistics
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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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