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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Crab (PrivateComstarDataMudCrabHacker) (CRB-72_ComstarDataMudCrabHacker) CRB-72_HKR
Designer:           alimango
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            50
Role:               Ambusher
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3112
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         15,096,000 C-Bills
Battle Value:       1,756

Chassis:              Endo Steel
Power Plant:          Magna Gentle OHM AC Hackers Power Supply 250 Light Fusion
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  [108 kph] 
Jump Jets:            Standard
    Jump Capacity:    150 meters
Armor:                Standard
Armament:             
    1 TSEMP Cannon
    2 Flamers
Manufacturer:         ComStar, Cosara Weaponries ammo and fuel only, Katotohanan Alimango Private ComStar Hacker
    Primary Factory:  Northwind (CS), Northwind (CW), Katotohan Alimango?s garage (KAPCSH), Katotohan Alimango?s Mechlab (KAPCSH)
Communications:       Dalban Series K/Garret T11-B Encrypted
Targeting & Tracking: Unknown with Bloodhound Active Probe

================================================================================================
Overview:
    CRB-72_HKR A Modified CRB-72 the mech used by a great hacker for comstar his crab had a
    c3rsl what he called a hacking dart when he shot it at a mech he had knowledge of hacking
    and on a successful roll installed lands a virus by sending signals to the comms players
    decide what virus this mech carries before playing and that virus is used on all 8 ammo the
    virus should last 6 turns default how the crls works it latches on to the enemy and sends a
    continuous electrical shock to the c3 the one that handles the mech data like battlerom and
    comms now the c3 computer is being tampered it will take radio waves seismic noise comm
    transmissions rapidly then I roll 7 or higher for the c3 to pick up the virus then resort to
    the capabilities section for the ideas on viruses that land and gets pick up then spin a
    roll for what virus 1-2 is legs you then have to take a piloting skill roll every 2 MP 3-4
    is arms plus 2 to all weapon gunnery on that arm 5-6 is gyro 7-8 is sensors heat sinks life
    support get turned of 50 percent turned off like heat sinks will be 50 percent effective and
    if life support was chosen then you have to roll twice as much for Mechwarrior consciousness
    for how many turns you roll a 1 d 6 to decide then 9-12 is special equipment like myomers
    superchargers electronic warfare narc mine/sensor dispensers you know the ones with cargo as
    ammunition pods c3 communications then you decide a ailment if ew active probe lessens the
    effect or just shuts down ecm then it also it affects teammates instead of just enemies
    supercharger and masc then it goes off without command triple strength myomer no damages
    internals like masc but roll is is twice as much as supercharger if you have it like you
    used supercharger twice then it takes 4 if tsm was the decided object and tsm is being used
    then roll twice as much as supercharger so 8 or else you get damage like masc on all limbs
    same with super cooled myomer narc and mines / sensors you know the ones with cargo for ammo
    pods like anti infantry pods then they all explode the opponent and the player decide which
    equipment to use if rolled 9-12 the ones that are not damaged then you have the opponent and
    player decide which equipment to hack the one who rolls higher gets there pick hacked if the
    opponent wanted something useless like beagle active prone to shut it down or blood hound
    active probe to function at the same rate as beagle abut you want to affect the ecm of the
    enemies raven so there lrm boat loses accuracy due to the spotter interfering with its own
    target lock the one who rolls higher hacks the equipment of their choice if the hacker rolls
    higher hacks the ecm and the opponent doesnt direct the hack to the bloodhound active probe
    but if the opponent rolled higher then the hack was directed to the bloodhound active probe
    turning it to a beagle instead of the ecm to affect its own target lock when a equipment has
    been hacked then it cant be chosen again for hacking the antivirus is when the opponent
    rolls 2d6 technically there are 12 is the 11th number and means roll again so 10 numbers are
    left so  2 - 11 then 2 is 0 percent effect gone 3 is 10 percent gone 4 is 20 percent gone
    all the way down to 12 is 100 percent gone of the effects on the hacking say heat sinks are
    the target if rolled a 10 then 90 percent of the effect is gone so heat sinks are only 9 /
    10 instead of 5 / 10 effective but the roll of amount of turns is the same for how long the
    effect last if you roll a 10 instead of lasting 6 turns then it last 5 then the next is 8 it
    equals 70 percent so if 6 / 10 then .6 * 7 = 4.2 so it last 4 turns

Capabilities:
    this crab is used for hacking say you have a mission where you must chase a traitor of
    comstar with 2 mechs against his bodyguards and himself maybe they uncovered something about
    the collapse of the HPG network say you got to hack his mech the first c3 hacking dart on
    his dead mech goes then you must escape while his pickup the ones who were gonna buy info
    from him chase you or you could make it more interesting you got to stay still for 3 turns
    to decrypt the data / Katotohan before you escape and hope. Not to get cut off gotta do it
    it in 12 turns and escape in 3

Deployment:
    this unseen mech used by The dirty work doer pilot called Katotohanan Alimango a hacker for
    comstar he deals with any data that comstar makes a slip up on or wants to delete say the
    blackmail evidence of a faction to provoke the other say data like that is leaked then
    Katotohanan comes in he deletes steals or edits that data this is the mech he pilots just in
    case someone has ran off with that data lots of those stuff happen with their repair funds
    and deals with WoB tech

Variants:
    anything crab designed for hacking you may strip off the hands to add a tsm

Notable MechWarriors:
    Katotohan Alimango that is me he was a teacher for comstar hackers and is suspected to have
    been failed in defending the HPG network from another hacker Maybe from WoB who knows or at
    least someone close like maybe one of his students but he is to valuable to let go plus the
    war in the dark ages has only made him and comstar more money hungry but never got it at a
    fast enough rate secretly His custom leopard has got a huge cold storage not for mechs but
    for old programs data and evidence of things far and wide a database involving all of
    comstars internet programs used for devious deeds that comstar does not even remember his
    family has worked for comstar for a long time and his hacker crew whos teachers worked with
    ROM and their news bureau costar was trying to get a new new news bureau going but by the
    time it will be done it might be the ilclan era Sadly Comstar was never able to recover in
    the dark ages even with their repair funds from Steiner so they just got stuck with the
    republic of the sphere Katotohan Alimango and his students whereabouts are unknown but some
    of them are joining new programming jobs hacker Intelligence Bureau Science AI and game
    development you might run into them

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                  250 Light Fusion              9.50                     
    Walking MP:                                 5                                               
    Running MP:                               8 [10]                                            
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Compact                   4.50                     
Cockpit:                                  Torso-Mounted                4.00                     
Armor Factor:                                  120                     7.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              7       
    Center Torso:                      16             17       
    Center Torso (rear):                               6       
    R/L Torso:                         12             11       
    R/L Torso (rear):                                  6       
    R/L Arm:                            8             11       
    R/L Leg:                           12             17       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Bloodhound Active Probe                                   H                 3          2.00             
Searchlight, Mounted                                      H                 1          0.50             
Jump Jet                                                  CT                1          0.50             
Supercharger                                              CT                1          1.00             
Flamer                                                    RT                1          1.00             
2 Jump Jets                                               RT                2          1.00             
Recon Camera                                              RT                1          0.50             
Flamer                                                    LT                1          1.00             
2 Jump Jets                                               LT                2          1.00             
Recon Camera                                              LT                1          0.50             
C3 Remote Sensor Launcher                                 RA                3          4.00             
C3 Remote Sensor Launcher (Ammo 8)                        RA                2          2.00             
Searchlight, Mounted                                      RA                1          0.50             
Searchlight, Mounted                                      LA                1          0.50             
TSEMP Cannon                                              LA                5          6.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 28
TP: BM,  SZ: 2,  TMM: 2,  MV: 12"/10"j
Damage: (S) 0* / (M) 0 / (L) 0,  OV: 0
Armor (A): 4,  Structure (S): 3
Specials: BH, C3RS, RCN, TSEMP1