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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
Distribution
Name/Model: Head Crab
Technology: Clan
Tonnage: 15
Configuration: Ultraheavy Quad ProtoMech
====================================================================
Torso
1. ProtoMech Quad Melee Weapon
2. Machine Gun
3. Machine Gun
4. Machine Gun
5. Machine Gun
Battle Value Breakdown
Name/Model: Head Crab
Technology: Clan
Tonnage: 15
Configuration: Ultraheavy Quad ProtoMech
=======================================================================================
Defensive Battle Rating
---------------------------------------------------------------------------------------
Armor (Electric Discharge ProtoMech): 61 x 2.5 152.500
Internal Structure (ProtoMech): 33 x 1.5 (+) 49.500 = 202.000
Defensive Movement Factor: +4 (ProtoMech) (*) 1.50 = 303.000
---------------------------------------------------------------------------------------
Final Defensive Battle Rating: 303.000
=======================================================================================
Offensive Battle Rating
---------------------------------------------------------------------------------------
Offensive Equipment:
EDP Armor 32.000
ProtoMech Quad Melee Weapon (+) 7.500 = 39.500
Machine Gun (+) 5.000 = 44.500
Machine Gun (+) 5.000 = 49.500
Machine Gun (+) 5.000 = 54.500
Machine Gun (+) 5.000 = 59.500
Machine Gun (Ammo 215) (+) 1.075 = 60.575
Speed Factor: 8 (Run) + 4 (Jump) (*) 1.890 = 114.487
---------------------------------------------------------------------------------------
Final Offensive Battle Rating: 114.487
=======================================================================================
ProtoMech Battle Value
---------------------------------------------------------------------------------------
Defensive Battle Rating: 303.000
Offensive Battle Rating: (+) 114.487 = 417.487
---------------------------------------------------------------------------------------
Final ProtoMech Battle Value: 417
Cost Breakdown
Name/Model: Head Crab
Technology: Clan
Tonnage: 15
Configuration: Ultraheavy Quad ProtoMech
=========================================================================================================
Structural Cost
---------------------------------------------------------------------------------------------------------
Cockpit (ProtoMech): 800,000 800,000.00
Life Support: 75,000 (+) 75,000.00 = 875,000.00
Sensors: 15 x 2,000 (+) 30,000.00 = 905,000.00
Musculature: 15 x 2,000 (+) 30,000.00 = 935,000.00
Internal Structure (ProtoMech): 15 x 500 (+) 7,500.00 = 942,500.00
Arm Actuators: 2 x 15 x 180 (+) 5,400.00 = 947,900.00
Leg Actuators: 15 x 540 (+) 8,100.00 = 956,000.00
Engine (ProtoMech Fusion): (5,000 x 90 x 15) / 75 (+) 90,000.00 = 1,046,000.00
Jump Jets (Extended): 15 x (7 x 7) x 500 (+) 367,500.00 = 1,413,500.00
Armor (Electric Discharge ProtoMech): 61 x 1,250 (+) 76,250.00 = 1,489,750.00
---------------------------------------------------------------------------------------------------------
Total Structural Cost: 1,489,750.00
=========================================================================================================
Weapons and Equipment Cost
---------------------------------------------------------------------------------------------------------
Machine Gun 5,000 5,000.00
Machine Gun 5,000 (+) 5,000.00 = 10,000.00
Machine Gun 5,000 (+) 5,000.00 = 15,000.00
Machine Gun 5,000 (+) 5,000.00 = 20,000.00
Machine Gun (Ammo 215) [Empty Bin] 0 (+) 0.00 = 20,000.00
ProtoMech Quad Melee Weapon 70,000 (+) 70,000.00 = 90,000.00
---------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 90,000.00
=========================================================================================================
ProtoMech Cost
---------------------------------------------------------------------------------------------------------
Structural Cost: 1,489,750.00
Weapons and Equipment Cost: (+) 90,000.00 = 1,579,750.00
ProtoMech Cost Multiplier: 1 + (15 / 100) (*) 1.15 = 1,816,712.50
---------------------------------------------------------------------------------------------------------
Final ProtoMech Cost 1,816,713.00
Dark Age (3081 - 3150)
Experimental
Introductory
Tournament Legal
Advanced
Experimental
3150
Extinct
3149
Extinct
3148
Extinct
3147
Extinct
3146
Extinct
3145
Extinct
3144
Extinct
3143
Extinct
3142
Extinct
3141
Extinct
3140
Extinct
3139
Extinct
3138
Extinct
3137
Extinct
3136
Extinct
3135
Extinct
3134
Extinct
3133
Extinct
3132
Extinct
3131
Extinct
3130
Extinct
3129
Extinct
3128
Extinct
3127
Extinct
3126
Extinct
3125
Extinct
3124
Extinct
3123
Extinct
3122
Extinct
3121
Extinct
3120
Extinct
3119
Extinct
3118
Extinct
3117
Extinct
3116
Extinct
3115
Extinct
3114
Extinct
3113
Extinct
3112
Extinct
3111
Extinct
3110
Extinct
3109
Extinct
3108
Extinct
3107
Extinct
3106
Extinct
3105
Extinct
3104
Extinct
3103
Extinct
3102
Extinct
3101
Extinct
3100
Extinct
3099
Extinct
3098
Extinct
3097
Extinct
3096
Extinct
3095
Extinct
3094
Extinct
3093
Extinct
3092
Extinct
3091
Extinct
3090
Extinct
3089
Extinct
3088
Extinct
3087
Extinct
3086
Extinct
3085
Extinct
3084
3083
3082
3081
Jihad (3068 - 3080)
Experimental
Introductory
Tournament Legal
Advanced
Experimental
3080
3079
3078
3077
3076
3075
3074
Unit Not Available
3073
Unit Not Available
3072
Unit Not Available
3071
Unit Not Available
3070
Unit Not Available
3069
Unit Not Available
3068
Unit Not Available
Civil War (3062 - 3067)
Unavailable
Introductory
Tournament Legal
Advanced
Experimental
3067
Unit Not Available
3066
Unit Not Available
3065
Unit Not Available
3064
Unit Not Available
3063
Unit Not Available
3062
Unit Not Available
Clan Invasion (3053 - 3061)
Unavailable
Introductory
Tournament Legal
Advanced
Experimental
3061
Unit Not Available
3060
Unit Not Available
3059
Unit Not Available
3058
Unit Not Available
3057
Unit Not Available
3056
Unit Not Available
3055
Unit Not Available
3054
Unit Not Available
3053
Unit Not Available
Alpha Strike Conversion
Name/Model: Head Crab
Technology: Clan
Tonnage: 15
Configuration: Ultraheavy Quad ProtoMech
=================================================================================================================
Determine Unit Type
-----------------------------------------------------------------------------------------------------------------
Ground Units: ProtoMech = PM
-----------------------------------------------------------------------------------------------------------------
Final Unit Type: PM
=================================================================================================================
Determine Weight/Size Class
-----------------------------------------------------------------------------------------------------------------
Tonnage: 15 (less than 40) = 1
-----------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 1
=================================================================================================================
Convert Movement and Movement Modes
-----------------------------------------------------------------------------------------------------------------
Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 7 (Jump) = 14"j
Jumping Target Movement Modifier at 14" is 3
-----------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 10"/14"j
=================================================================================================================
Determine Short Range Damage Value
-----------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
Machine Gun (+) 0.200 = 0.200
Machine Gun (+) 0.200 = 0.400
Machine Gun (+) 0.200 = 0.600
Machine Gun (+) 0.200 = 0.800
Modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.8
-----------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 1
=================================================================================================================
Determine Medium Range Damage Value
-----------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
Modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.0
-----------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 0
=================================================================================================================
Determine Long Range Damage Value
-----------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
Modified damage value:
Rounded up to the nearest tenth = 0.0
-----------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 0
=================================================================================================================
Convert Armor
-----------------------------------------------------------------------------------------------------------------
Electric Discharge ProtoMech: 61 armor points x 1 61.000 = 61.000
Armor Factor Conversion (/) 30 = 2.033
-----------------------------------------------------------------------------------------------------------------
Final Armor Value: 2
=================================================================================================================
Convert Structure
-----------------------------------------------------------------------------------------------------------------
Structure: ProtoMech on a 15 ton ProtoMech = 1.0
-----------------------------------------------------------------------------------------------------------------
Final Structure Value: 1
=================================================================================================================
Determine Special Abilities
-----------------------------------------------------------------------------------------------------------------
Jumping TMM is 1 greater than Ground TMM = JMPS1
Unit is equipped with ProtoMech Quad Melee Weapon = MEL
=================================================================================================================
Determine Point Value
-----------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 0 (Medium) + 0 (Medium) + 0 (Long) = 1.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 1.500
Overheat Factor 0 (No OV) (+) 0.000 = 1.500
Special Ability Factor [MEL] Melee Weapon (+) 0.500 = 2.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 2.000
Defensive Interaction Rating:
Armor Factor 2 (Armor) x 2.0 (Non-Vehicle Unit) = 4.000
Structure Factor 1 (Structure) (+) 1.000 = 5.000
Defense Factor 1 + {[2 (10" Move) + 0.5 (JMPS) + 1 (ProtoMech)] x 0.25} (*) 1.875 = 9.375
Final DIR Round to nearest half point = 9.500
Unit's Defensive Value:
Movement Factor 1.75 (0.25 per 2") + 0.5 (Jump-capable) = 2.250
Final DIR Defensive Interaction Rating (+) 9.500 = 11.750
Unit's Final Point Value:
Offensive Value = 2.000
Defensive Value (+) 11.750 = 13.750
Agile [2 (TMM) + 0.5 (JMPS) - 2] x 1 (Short) (+) 0.500 = 14.250
-----------------------------------------------------------------------------------------------------------------
Final Point Value: 14
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