KGC-0000

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KGC-0000 King Crab
Image:King_Crab.gif
Type: Inner Sphere
Weight: 100 t
Class: Assault
Mech ID: 733
Tech Level: 3025
5/4 bv: 1810
5/4 maintenance cost: $ 21,992
Movement: 3 / 5 / 0
Heatsinks: 15
Heatsink type: Single
Sensor power: 5
ECM power: 0
Engine: Fusion 300
Usable hands: Yes
IP cost: 15
Targeting Computer: 0
Faction: N/A
Armour/Internals
  H CT RT RA RL CTR RTR
Armour: 9 39 29 33 34 12 10
Internals: 631211721 - -
Armour weight: 17.0 t
Armour type: Standard
Internals type: Standard
CASE: No
Weapons
WeaponLocationAmmo
Autocannon/20 RA 5 (?)
Autocannon/20 LA 5 (?)
Large Laser RT -
LRM 15 LT 8 (LT)
Production info
Comstar blueprint cost: $ 958,200
Blueprint production cost: ? RP
Design research level: ?
Research points cost: ?
Build points cost: ?
Parts required
(excluding weapons/ammo)
Part#
100 Ton Mech Movement 1
Heat Sink 15
Assault Mech Cockpit 1
Mech Actuators 16
Mech Armor Standard 272
Mech Communications Suite 1
Mech Internal Structure Standard 155
Mech Life Support 1
Mech Myomers 8
Mech Structure ASSAULT 1
Standard Fusion 300-349 1

The KGC-0000 King Crab is a 100 ton Inner Sphere assault mech.

[edit] Blurb

The KGC-0000's role is simple: smash down any opposition that stands in the way. Its primary weapon systems, the twin Imperator-D super-heavy autocannons, make this an easy task. The combined damage output is enough to strip the armor from even the strongest 'Mech after a few bursts. Because they mounted these weapons in the arms, the designers also installed very simple hand actuators, which serve primarily as housings to protect the massive Imperator autocannons when not in actual use. The actuators open and close during combat, an effect that gives them the appearance of pincers or claws-one of the characteristics from which the 'Mech draws its name. To soften up the enemy at range, the King Crab houses a Doombud LRM-15 rack in the left torso. The ammunition feed requires a delicate balance and regular, careful maintenance to keep it in working order. Field conditions often tempt techs assigned to this 'Mech to by-pass or jury-rig a constant variety of temporary "fixes" to this system, which only compound the problem after repeated use. The drawback to using such large weapons is the lack of ammo for extended operations. By mounting the Magna heavy laser in the right torso, the engineers hoped to give the BattleMech some staying power on the field and a little extra punch at long range. Though the Magna is one of the most reliable heavy lasers in the Inner Sphere, that single weapon offers no real solace to a MechWarrior who hears his last reload spin into place.

[edit] Description

The KGC-0000 the basic King Crab design, mounting an AC-20 in each arm, with a Large Laser and LRM 15 for damage at range. However, all this is mounted on a 3/5/0 chassis meaning it is horribly slow, and, certainly against clan mechs, unlikely to ever get in a position to fire its autocannons. At anything over 9 range, it is quite incredibly underpowered for such a large mech. Unfortunately at range 9 it only has five rounds of ammo for each cannon, meaning its usefulness is extremely short-lived at best.

[edit] Combat record

27 KGC-0000 have seen service, of which four remain standing. The design has recorded only 3 kills (7,219 BV).

Previous Mech ID 733 Next
KGC-001 KGC-0000 MAD-4A
King Crab (KGC)
Variants:King Crab-0000 · King Crab-000 · King Crab-001 · King Crab-005 · King Crab-008 · King Crab-009Image:King Crab.gif
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