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                 BattleMech Technical Readout

Name/Model:         King Crab KGC-M0053
Designer:           novacatmoose
Source(s):          Custom Mordel.Net Units
Technology:         Clan (Mixed)
Technology Rating:  F
Tonnage:            100
Configuration:      Biped BattleMech
Era/Year:           Republic / 3130
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         11,064,000 C-Bills
Battle Value:       2,994

Chassis:              Standard
Power Plant:          300 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
    4 ER PPCs
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    Inspired by CJ_Keys's KGC-5000.
    Posted without permission, because I got tired of waiting for a response.
    Despite its rareness, the KGC-5000 King Crab was one of the most feared BattleMechs in the
    Star League Army. After the removal of Amaris, most of the remaining KGC-5000s were
    destroyed in the Succession wars; some believed that many went with Kerensky on the Exodus.
    These people were right.
    After the Annihilation of the Not-Named Clan, the Grand Council censured the Blood Spirits
    for "unClanlike behavior." The other Clans took this as leave to attack the Blood Spirits,
    and they were beset by enemies from all sides. This created the embittered, isolated Blood
    Spirits which we know today.
    Most of the Star League KGC-5000s remained in Brain Caches during the Pentagon civil Wars
    and Operation Klondike; as it happened, most of these Caches came under the control of Clan
    Blood Spirit. With the other Clans attacking them without pause, the Blood Spirits soon
    began pulling equipment from Brian Caches and upgrading it to replace their losses. This
    need for'Mechs resulted in the KGC-5000(C).

    Blood spirit techs originally intended to bring the KGC-5000's systems in line with the new
    standards of Clan technology. However, the high heat ouput of Clan ER PPCs compared standard
    Star League PPCs turned the KGC-5000 from a cool running, deadly, 'Mech into a hot running
    liability. After some debate (and with the agreement of the warriors), the techs completely
    removed the KGC-5000's secondary weapons and replaced them with heat sinks. The result is a
    BattleMech which has more heat dissipation capability then any other, so much so that the
    KGC-5000(C) may move and fire its weapons without restriction.

    The KGC-5000(C) is more specialized than its predecessor, fighting best at the longest of
    ranges. However, the fact that Clan ER PPCs have no minimum range means that the KGC-5000(C)
    is just as effective at short range, and they have served well in urban combat.
    Whenever possible, KGC-5000(C)s are assigned to destroy at long range those enemy 'Mechs
    best suited for close ranged combat. In this way, the enemy's best close combat machines
    never even get into range of the Blood Spirits' own close combat 'Mechs. Many a 'Mech has
    been lost to opposing sniper 'Mechs with this tactic, but seldom are they lost before
    destroying multiple enemies. For the Blood Spirits, this is an acceptable trade-off.

Equipment                                                             Mass                      
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         31 [62]                  21.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  304                    19.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             47       
    Center Torso (rear):                              14       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Arm:                           17             34       
    R/L Leg:                           21             41       

Weapons and Ammo                                       Location          Critical     Tonnage   
C3 Slave (IS)                                             H                 1          1.00             
2 ER PPCs                                                 RA                4         12.00             
2 ER PPCs                                                 LA                4         12.00             

Alpha Strike Statistics                                             
Point Value (PV): 62
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 6 / (M) 6 / (L) 6,  OV: 0
Armor (A): 10,  Structure (S): 8
Specials: C3S, ENE, MHQ1