StarCorps also equipped the Hermit Crab with oversized grabbing arms to make it easy to move large cargo. Underneath each arm laser is a series of lifting ring attachment points used to attach ropes and chains for various cargo modules. In addition to the typical military equipment, the Hermit Crab is often used in nonmilitary applications. The engine powers it to a top speed of 118 km/h, and seven jump jets allow it to cover 210 meters. Though larger, heavier and less efficient than many similar systems, the reliance on simple, proven technology makes the Hermit Crab popular on Periphery worlds and with military commands. In fact, the only advanced technology is found in the 10 double heat sinks and ER medium lasers it carries into combat. The Hermit Crab doesn't make use of many advanced technologies, eschewing an XL engine and endo steel for a standard fusion engine and chassis. In addition StarCorps security forces equipped with the Hermit Crab have conducted several anti-pirate sweeps through systems near Son Hoa. To drum up interest, StarCorps donated several production runs to the Lyran Commonwealth and the Duchy of Tamarind-Abbey in exchange for BattleROM data. These attributes make the Hermit Crab an excellent scout, raider, and anti-pirate unit in addition to the original urban defense role. This light 'Mech is half the weight of the Crab, but embodies a similar design philosophy: sturdy, simple, and with a light logistical footprint. The sequel is much better, fortunately.The Hermit Crab was designed by StarCorps Industries as a low-cost, easily maintained urban defense unit. It's the ultimate tinkerer's assault mech.Ītlas looks cooler though. ![]() ![]() The KC is more flexible and can mount more weapons of a given type across pretty much all categories. The only real advantages the Atlas has that matter a little bit to me are its melee (which is minor) and being a more accurate platform for a pair of PPCs or a couple lasers which are less necessary. KC gets 4 to Atlas's 2, giving it much stronger SRM potential. KC get 4 support slots in its arms.īoth put missiles in their left torsos. Atlas puts ballistics in its right torso so might be a safer but less accurate spot for the Gauss Rifle which doesn't really need accuracy help.Ītlas gets 2 support hardpoint in its arms. Not sure you could squeeze 4 PPCs in that space but certainly quad LLasers.īoth get 2 Ballistics in parts with plenty of space but the Banshee's are in its more accurate arms which give ballistics a more-needed (IMO) accuracy boost. The torso hardpoints are kind of a bummer. Maybe up to two LLasers in the torso if you don't want a gyro (can't remember if 2 or 3 slots for LLaser), but that's crazy talk. The king crab is a good mechwarrior 5 because it is a very versatile mech that can be used in a variety of roles. 2 in the arms which are more accurate and 1 in the torso which would have to be an mLaser. KCs hardpoints are much, much better for most build strategies IMO:Ītlas gets 3 energy slots assuming you want a gyro in the torso. King Crab KGC-001b Mass: 100 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: Age of War/Star League Tech Rating/Era Availability: E/E-X-X Production Year: 2750 Cost: 25,110,000 C-Bills Battle Value: 2,865 Chassis: Unknown Standard Power Plant: Unknown 300 Fusion XL Engine Walking Speed: 32. ![]() KC has weaker melee 125 vs 140 (only other stronger melee stat is 130 on Banshees).Īside from that and hardpoints they're essentially the same mech.
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