King-Crab KGC-000V and KGC-00V (Rebuild)
When General Kerensky called for the design of a powerful new 'Mech in 2741, he received blueprints for the King Crab, the largest 'Mech ever designed. The armor is nearly as heavy as an entire light 'Mech, with the firepower to destroy medium 'Mechs in one salvo. It is obviously not designed for speed but for sheer firepower. The Dalban electronics and communications gear are state-of-the-art, while the same Dalban Hirez-B targeting system is an engineer's showpiece, containing every piece of new technology.
The King Crab carries 16 tons of Ferro-Fibrous Armor, with no weak points in its protection. Its secondary weapons systems are the long-range missile launchers in the left torso and the large laser in the right, but its primary weapons are in its huge, clawed arms. These are twin Deathgiver Autocannon/20s, among the most potent weapons ever created. Opponents of most slow but dangerous 'Mechs try to keep their distance while attempting to pick away at the armor. The King Crab's Simpson long-range missile system makes that possibility chancy at best, however. When the missiles finally run out, the King Crab can still blast away with its huge Exostar laser. The only proven way to destroy the 'Mech is by outnumbering it, preferably with heavy or assault 'Mechs. The King Crab will still wreak plenty of havoc before it goes down. If the King Crab has a weakness, it is that its autocannon takes up so much space in the 'Mech's arms. Though well-armored by any standard, the arms are probably the most susceptible to damage. One internal hit to either arm will usually silence the cannon and greatly increase an enemy's chance of survival. If both cannon are lost or run out of ammo, the King Crab will usually retire from the field. Without constant resupply, it is little more than a large target. Though impressive, the large laser provides insufficient firepower alone to justify keeping the 'Mech in the field. Once the shelling stops, enemy 'Mechs pounce on the King Crab before it can make its withdrawal.
Weight: 100 ton Chassis: Hollis Mark II - Standard Power Plant: Vlar 300 SFE Cruising Speed: 32 Maximum Speed: 54 Armor: 17 tons Standard Armament: 10/13 4 PPC: (Unknown) 1 Medium Pulse Laser: (Unknown) 1 Medium Laser: (Unknown) 1 Tag: (Unknown) 3 Flamers: (Unknown) 4 AMS: (Unknown), 6 shots each Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Known Variants - 000V:
The triple-O-V rebuild is based on the 3rd succession war version of the King Crab. Because it had neither ferro fibrous armour nor case an energy only variant seemed wise. After extensive testing a four PPC version was created. To protect it from infantry and quick hovers, several flamers, a medium laser and a medium pulse laser were added. Four AMS systems protect it from any long range missile attacks.
Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: Standard 10.0 Engine: SFE 300 19.5 Walking MP: 3 Running MP: 5 Jumping MP: - Heat Sinks: DHS 19 9.0 [2RA,2RT,1LT,2LA] Gyro: Standard 3.0 Cockpit: Standard 3.0 Armor Factor: Standard 272 17.0 IS Armor Head 3 9 Center Torso __ 41 Center Torso(rear) 10 R/L Torso __ 29 R/L Torso(rear) 10 R/L Arm __ 33 R/L Leg __ 34 Weapons and Ammo Location Size Mass PPC LA 3 7.0 PPC LT 3 7.0 AMS 2 LT 2 1.0 Medium Pulse Laser LT 1 2.0 Tag LT 1 1.0 Flamer LT 1 1.0 Medium laser (rear) LT 1 1.0 Flamer (rear) CT 1 1.0 AMS 2 RT 2 1.0 Flamer 1 RT 1 1.0 PPC RT 3 7.0 PPC RA 3 7.0 AMS Ammo LL 1 1.0 AMS Ammo RL 1 1.0
Although all the locations (except the head) are updated, most keep their weight and interal space use. Only the torsos use more space: 5 +0 checks, 2 +2 checks
Weight: 100 ton Chassis: Hollis Mark II - Standard Power Plant: Vlar 300 SFE Cruising Speed: 32 Maximum Speed: 54 Armor: 16 tons Ferro-Fibrous Armament: 2 LBX/10: (Unknown), 20 shots each 1 LRM-15: (Unknown), 16 shots 1 ErLL: (Unknown) 4 AMS: (Unknown), 6 shots each 1 Tag: (Unknown) Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown with Guardian ECM Targeting and Tracking System: Unknown
Known Variants - 00V:
The King Crabs main weakness was its relative lack of long range weaponry and susceptability to long range counter fire. It was projected that most opponents would have analysed the King Crabs weakness within the first few encounters, so a limited set were rebuilt to enhance their long range power and to negate any enemy missile advantage. Although the throw weight of the LBX cannons is half that of the Deathgivers, their range is doubled. The ability to shoot cluster shots at vtols or hovers was an added bonus. The large laser was upgraded to an extended range variant. There was a discussion about extending the LRM15 with an Artemis subsystem, but that was refused, as it would have meant that some of the ordenance would be placed outside the CASE. It also would mean that the 00V would need different missiles than the other King Crabs. Instead a TAG was placed in the center torso. Finally an extensive anti-missile battery was added: the four units usually are used sequential paired, so two shoot at the main threat, will the other two shoot at any second threat, but other configurations are possible.
Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: Standard 10.0 Engine: SFE 300 19.5 Walking MP: 3 Running MP: 5 Jumping MP: - Heat Sinks: DHS 12 2.0 Gyro: Standard 3.0 Cockpit: Standard 3.0 Armor Factor: Ferro-Fibro 287 16.0 IS Armor Head 3 9 Center Torso __ 46 Center Torso(rear) 10 R/L Torso __ 32 R/L Torso(rear) 10 R/L Arm __ 34 R/L Leg __ 35 Weapons and Ammo Location Size Mass LBX/10 LA 6 11.0 LBX/10 Ammo 2 LA 2 2.0 AMS 2 LT 2 1.0 LRM-15 LT 3 7.0 LRM-15 Ammo LT 2 2.0 Case LT 1 0.5 TAG CT 1 1.0 AMS 2 RT 2 1.0 ErLL RT 2 5.0 Guardian ECM RT 2 1.5 LBX/10 RA 6 11.0 LBX/10 Ammo 2 RA 2 2.0 AMS Ammo LL 1 1.0 AMS Ammo RL 1 1.0
Although all the locations (except the head) are updated, all keep their weight and interal space use: 7 +0 checks