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There are five weight classes in the world of mechs. Depending on the skill of the pilot, the size and power of his mechanical walking monstrosity may or may not matter on the battlefield. However once you reach the last two weight tiers you better be either the best or luckiest mofo out there, or you might as well just set your mech to turn itself into a mini-nuke and die while hoping to take your enemy down with you.
They are-
Lightweight: 10-30 Tons
Medium: 31-50 Tons
Heavy: 51-70 Tons
Assault: 71-100 Tons
Colossus a.k.a. Big Mother F*cking Mech 101-Unkown

Mech Model Specifications:
Autonomous Spider Mech MKI
Height- 100ft
length *Main body only*- 200ft
Width *Main body only*- 90ft
Pilot Capacity- 0
Heavy-66 Tons
Fuel Source-Large Cold Fusion Engine [The L.C.F.E. is what powers large mechs. It functions by harnessing the power of a fusion reaction, as occurs in the core of the Sun. A mech's fusion engine can usually last for decades on a few kilograms of hydrogen. Unlike the research reactors of the world, a mech's fusion engine runs on "light" hydrogen, protium, rather than hydrogen's heavier isotopes deuterium and/or tritium. A great deal of heat is released by the engine, which can sometimes negatively affect the vehicle's pilot or even the mech itself. Simply moving the vehicle creates heat, though this is often a small amount. The greatest source of heat comes from firing the mechs weapons, especially energy weapons. In most mechs, the C.F.E. rests in the center torso. It cannot be relocated elsewhere in the mech, though certain engine types may intrude into the side torso bays as well. The weight of the engine is proportionate to the mass of the vehicle and its desired maximum speed. Hence a lightweight mech can use the same engine as an assault class mech, but move much faster. Fusion engines usually will only shut down if damaged, and there is almost no risk of being a fusion bomb. There have been a number of cases of fusion engines being "over revved" or critically damaged and exploding with devastating force, but this is more akin to a boiler explosion than a true nuclear explosion. More often a destroyed engine will be punctured by weapons fire. Because the plasma is held in a vacuum chamber to isolate the super heated plasma from the cold walls of the reactor. Contact with the walls would super-chill the plasma below fusion temperature. A punctured reactor can suck in air where the air is superheated. Normal thermal expansion of the air causes the air to burst out in a brilliant light show often mistaken for a small nuclear explosion. The thermal expansion damages anything within 84-140 meters of the destroyed mech depending on the engine size.
Such dramatic failures are rare though. Safety systems or damage to containment coils will almost always shut down the engine before such an explosion occurs, unless if the safety systems are offline or damaged. The massive shielding of the engine in the case of standard fusion engines is a tungsten carbide shell that accounts for over 2/3 of the weight of the engine, and usually buys the safety systems the milliseconds needed to shutdown the engine before severe damaged is inflicted.]

Two Quadbarreled Gauss Rifle Cannons-Location back/top of mech-[The Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities, making it a devastating and lethal long-range weapon. Unlike most traditional ballistic weapons, the Gauss Rifle does not use combustible propellant, so its firing generates very little heat. However, the sheer mass and bulk of the weapon can limit its applications on smaller mechs. Since the Gauss Rifle Cannon fires solid metal slugs with neither propellant nor explosive, Gauss Rifle magazines are not susceptible to ammunition explosions. However, if the weapon itself is struck by enemy fire the capacitors that power the electromagnets will release their stored energy, with an effect similar to an ammo explosion. Some mechs employ Cellular Ammunition Storage Equipment in the section containing the Gauss Rifle to protect internal components in the event the weapon explodes. There are rumors about stating that there's a secret type of Gauss Rifle Cannon that is 25% lighter and more compact while being just as powerful. Usually each Gauss Rifle Cannon has an ammunition load of 10 shots per ton on the mech it is outfitted on. (The two particular Gauss Rifle Cannons that are on the Autonomous Spider Mech MKI not only have four barrels each, but have four times the ammo capacity. This is because each time one of them is fired they fire out of all four barrels at once, in turn making the total ammo amount only last as long as it would with regular Gauss Rifle Cannons. However these weapons are all the more devastating.]

Two PPCs-Location top section of front legs-[The Particle Projector Cannon (or PPC) is a unique energy weapon. PPCs fire a concentrated ball of protons or ions at a target, causing damage through both thermal and kinetic energy. These weapons take anywhere from 4-6 seconds to charge up before being able to fire at full strength. As such despite being an energy weapon, it produces recoil. The lethality of the weapon rivals that of a higher-caliber autocannon. Just three shots from a PPC will vaporize two tons of standard military-grade armor. Targets hit by multiple, simultaneous PPCs can also suffer electrical side-effects, such as temporarily overloaded computer systems or targeting sensors. The ion ball also extends to much farther ranges than autocannon fire, though PPCs generate large amounts of waste heat. PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems. This inhibitor degrades the performance of the weapon at close ranges of less than 90 feet. Particularly daring warriors have been known to disengage the inhibitor and risk damage to their own machine when a target is at close range.]

Two Autocannon/10's-Location lower jaw & Two Autocannon/5's-location bottom section of the back legs-[The Autocannon is a direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) rounds at targets either singularly or in bursts.
Different manufacturers and models of Autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, Autocannons are grouped into generic "classes" of Autocannons with common damage ratings, with Autocannon/10's causing more damage than lower-caliber Autocannons while retaining a moderate range. Autocannon/5's usually have a long range with a small to moderate damage level.
As an example of the rating system the Crusher Super Heavy Cannon is a 150mm weapon firing ten shells per "shot", while the Chemjet Gun is a 185mm weapon firing much slower, but causing higher damage. Despite their differences, both are classified as Autocannon/20's due to their damage output.

This particular mech is also outfitted with an unusual weapon feature that act like a set of fangs. The top pair is sharp and made of an alloy that is stronger than the armor of most mechs. The two lower fangs however are somehow made of a solid form of the excess energy created by L.C.F.E. Another feature of this mech is that on the top of its abdomen like structure is a Blue Shield Particle Field Damper. This device creates a temporary shield around the mech that blocks most attacks. The blue variant is less dense/powerful and lasts for a shorter duration than all but the red version. This particular version lasts for 8 seconds at a time and takes 40 seconds to recharge before being used again

Mech Description-

No one knows what faction built this mech variant nor how it operates so perfectly without a pilot, let alone be able to fight with such savage ferocity and coordination at ease. The back legs have a powerful mechanism that allows it to jump over 250 meters. When at extremely close range this mech will rear up on its two rear legs and then use them, its weight, and the power of the front legs to knock over the enemy mech, then it will use its fangs to bite chunks out of its enemy. Despite its heavy weight the A.S.M. MKI is unusually fast. This mech is considered very dangerous, and it is not recommended that you attack one alone, unless if you are a very skilled pilot.

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Added July 18, 2013

LEGO models my own creation MOCpages toys shop AUTONOMOUS SPIDER MECH MKI

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