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Design Overview
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                 IndustrialMech Technical Readout

Name/Model:         Kong KNG-II1
Designer:           Loonybinjin
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  E
Tonnage:            50
Role:               Juggernaut
Configuration:      Biped IndustrialMech
Era/Year:           Dark Age / 3150
Rules (Current):    Experimental (Extinct)
Rules (Era):        Experimental (Extinct)
Rules (Year):       Experimental (Extinct)
Total Cost:         2,918,813 C-Bills
Battle Value:       694

Chassis:              Primitive Industrial
Power Plant:          240 Primitive Fuel Cell
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Heavy Industrial
Armament:             
    2 Light Rifles
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

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Overview:
    The Kong II1 (Kong Improvised Innovations Model 1) is a militarized take on an ancient Rim
    Worlds Republic Industrialmech design. Used primarily in construction and demolition, the
    new model II1 specializes instead frontal assaults and pummeling attacks. While unorthodox,
    this mech has had some limited success due to its relatively quick speed.

Capabilities:
    The Kong II1 is a limited design with a narrow combat profile, primarily functioning as a
    mech that exists to close into melee where it can attempt to use its industrial Myomer to
    rip its foes apart. To achieve this end, it has a relatively powerful engine for an Fuel
    Cell powered Industrialmech, and obscene layers of Industrial Heavy plating to give it a
    chance to close with its enemy. For long ranged fire support, the mech sports a pair of
    light rifles that offer a generally negligible amount of covering fire as it advances.

Deployment:
    The Kong II1 is usually deployed in pairs, which will attempt to approach a foe from
    separate angles of attack in order to give the other an opening to make it into melee
    combat. While generally speaking durable, the Kong's anemic ranged weaponry make it easy
    prey for anything capable of staying out of grips with it. That said, should this fifty ton
    mech close into pummeling range, it is capable of dealing devastating damage.

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Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                    Primitive Industrial           10.00                     
Engine:                              240 Primitive Fuel Cell          14.00                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                                 0                                               
Heat Sinks (Single):                            3                      2.00                     
Gyro:                                       Primitive                  3.00                     
Cockpit:                                    Industrial                 3.00                     
Armor Factor:                                  168                    10.50                     
    Type:                                Heavy Industrial                                       

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             25       
    Center Torso (rear):                               6       
    R/L Torso:                         12             20       
    R/L Torso (rear):                                  4       
    R/L Arm:                            8             16       
    R/L Leg:                           12             24       

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Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Ejection Seat                                             H                 1          0.50             
Light Rifle (Ammo 18)                                     CT                1          1.00             
Light Rifle                                               RT                1          3.00             
Light Rifle                                               LT                1          3.00             
Industrial Triple-Strength Myomer                         --                12         0.00             

================================================================================================
Alpha Strike Statistics                                             
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Point Value (PV): 20
TP: IM,  SZ: 2,  TMM: 1,  MV: 8"
Damage: (S) 1 / (M) 1 / (L) 0,  OV: 0
Armor (A): 6,  Structure (S): 4
Specials: BFC, ES, FC, I-TSM