King Crab KGC-000
Loading Create variant…
- Type
- BattleMech
- Tech
- Inner Sphere
- Mass
- 100t
- Role
- Juggernaut
- Intro
- 2743 Star League
- Rules
- Standard
- Cost
- 10.12M C-bills
- Move
- Armor
- 286 pts
Large LaserAC/20 ×2LRM 15
Battle Value
1,906by skill
Point Value
46
View on Sarna
Technical Readout: TR:3050U · Record Sheets: RSFP:Wave 2
Compare this unitKGC-000
King Crab
PV46
TP: BMSZ: 4TMM: 0MV: 6"
ROLE: Juggernaut
Damage
S (+0)
3
M (+2)
3
L (+4)
1
OV: 2Heat scale123S

Special , ,
Critical hits
ENGINE+1 Heat/Firing Weapons
FIRE CONTROL+2 To-Hit Each
MP½ MV Each
WEAPONS-1 Damage Each
Alpha Strike Stats
SkillPVSkill 0 82Skill 1 73Skill 2 64Skill 3 55Skill 4 46Skill 5 41Skill 6 36Skill 7 31Skill 8 26
Availability by era
9 eras · 12 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 4,403 |
| G1 | 2 | 3,850 |
| G2 | 3 | 3,202 |
| G3 | 4 | 2,516 |
| G4 | 5 | 1,906 |
| G5 | 6 | 1,639 |
| G6 | 7 | 1,468 |
| G7 | 8 | 1,296 |
| G8 | 8 | 1,220 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The King Crab KGC-000 is a 100-ton juggernaut built for close-in punishment, cruising at 32 km/h and topping out at 54. Twin AC/20s fill both torsos, and the right torso adds a Large Laser while the left torso carries an LRM 15. CASE lines both torsos, guarding against the ammunition feeding the autocannons. It is cataloged as a command 'Mech, and Cosara Weaponries builds it at Mars as well as Northwind.
Armor & loadout
Mech rightFrontMech left
KING CRAB KGC-000
EnergyBallisticMissile
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Bal | RT · LT | 2 | 10 rds · 2 t |
| Enr | RT | 1 | |
| Msl | LT | 1 | 8 rds · 1 t |
CASE: Right Torso · Left Torso
Systems & manufacturers
King Crab variants (14)
KGC-000 current variant Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities AC2/2/-, CASE, IF1 Introduced 2743 Battle value 1,906 Point value 46
KGC-000b Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities AC4/4/-, CASE, IF1 Introduced 2743 Battle value 2,039 Point value 54KGC-010 Role Sniper Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE, FLK1/1/1, OVL, SRM1/1 Introduced 2743 Battle value 2,181 Point value 49KGC-0000 Role Juggernaut Tech base Inner Sphere Rules Introductory Alpha Strike abilities AC2/2/-, IF1 Introduced 2815 Battle value 1,810 Point value 44KGC-000b (Chrichell) Role — Tech base Unknown Rules — Alpha Strike abilities — Introduced 2863 Battle value — Point value —KGC-001 Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE, IF1 Introduced 3052 Battle value 2,221 Point value 48KGC-005 Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities C3I, CASE, FLK2/2/-, MHQ2 Introduced 3062 Battle value 2,264 Point value 54KGC-008 Role Sniper Tech base Inner Sphere Rules Standard Alpha Strike abilities C3I, CASE, ECM, MHQ2 Introduced 3069 Battle value 2,369 Point value 58KGC-005r Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities C3S, CASE, FLK2/2/-, MHQ1 Introduced 3071 Battle value 2,335 Point value 53KGC-007 Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE Introduced 3071 Battle value 2,523 Point value 52KGC-008B Role Sniper Tech base Inner Sphere Rules Standard Alpha Strike abilities C3S, CASE, ECM, MHQ1 Introduced 3080 Battle value 2,374 Point value 57KGC-009 Role Juggernaut Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE, ECM, HT1/1/-, IF1 Introduced 3104 Battle value 2,260 Point value 55KGC-009C Role Juggernaut Tech base Mixed Rules Standard Alpha Strike abilities ECM, FLK3/2/2, HT1/1/- Introduced 3143 Battle value 2,652 Point value 58KGC-011 Role Juggernaut Tech base Inner Sphere Rules Advanced Alpha Strike abilities FLK3/3/- Introduced 3143 Battle value 2,406 Point value 46