MB-0100 CLUTCH | |
General information | |
Classification | Light MT |
Manufacturer | Reuse and Development |
Affiliation | Reuse and Development, Junker Coyotes |
Conflicts present | Coral War |
Real world information | |
Appearances | ARMORED CORE VI FIRES OF RUBICON |
The MB-0100 CLUTCH is an Enemy MT unit in ARMORED CORE VI FIRES OF RUBICON, manufactured by Reuse and Development. A mass produced MT ram-shackled and cobbled together from recycled construction equipment, this MT is the epitome of quantity over quality.
The CLUTCH is a small, unmanned, spindly quadruped mech with a narrow, backswept torso leading to two small arms. It's clearly repurposed from a number of mining and construction vehicles, now weaponizes and mass produced by RaD to act as Carla's personal army, and are the most common unit featured among the Doser factions fought throughout the game.
Compared to even the mass-produced BAWS MT, the CLUTCH is fought in even greater numbers, but possesses even less durability, which it tries to make up for with a large arsenal of inaccurate but dangerous weapons. Being unmanned, they can often lie in wait to ambush unsuspecting opponents, being able to latch onto walls or ceilings to hide until they are activated. They can also be setup to a laser tripwire defense system, meaning they remain dormant until attacked or the laser is tripped.
There are a number of different loadouts available to these MTs seen throughout the missions they are encountered.
Variants[]
Buzzsaw[]
The most lightly armed and the most common variant. This version of the CLUTCH is armed with a box-shaped bazooka in its left hand, firing two low-damage, high stagger projectiles at a time. Although not dangerous on its own, these projectiles can quickly inflict ACS overload in an AC if fired from multiple MTs. Its second armament is a powerful heated buzzsaw kept folded up in its right arm, which it unsheathes to perform a number of melee attacks on the player. This variant is also capable of throwing scores of mines onto the floor to restrict enemy movement.
Missile[]
The second most common variant, and potentially the most dangerous. This version has a wide variety of weapons at its disposal. It has one two-shot bazooka in each arm, as well as a 4 shot missile launcher attached to its right shoulder. It's final and potentially most devastating armament is its massive warhead launcher mounted on its left shoulder, which it uses when at sufficient distance or when first spotting an enemy. This warhead is slow when first fired upwards, but quickly gains massive thrust as it rockets towards its intended target, doing massive damage if it makes contact, and still doing splash damage if it barely misses.
Enclosure Shield[]
A variant based off the Missile loadout used by both the Junker Coyotes and Overseer, this version of the CLUTCH has a large metal cage made of scrap and sheet metal surrounding its vulnerable chassis, protecting it from harm as it pelts targets with its wide arsenal of weapons.
This version is encountered during the missions "Eliminate the Doser Faction," "Stop the Secret Data Breach," and "Destroy the Drive Block."
Stun[]
A rare variant specialized in ambush and swarm tactics, this version features a single small-scale machine gun, as well as a powerful stun discharge located in its torso. It will charge forward and erupt with a powerful electric force, building up significant electric discharge in anything it hits.
Armament[]
- RaD Two-Shot Bazooka
- Missile Launcher
- Warhead Launcher
- Solid Shield
- MT Machine Gun
- Electrical Discharge Device
Gameplay[]
These enemies are only faced when dealing with one of the two Doser factions the game has to offer. They are first encountered during the mission "Infiltrate Grid 086," where the player fights the Buzzsaw and Missile variants. The stun variant is encountered here as well in an optional side path near where the player can find Nosaac. The Stun variants here are hidden on the ceiling guarding a part chest.
Similar to BAWS MTs, the CLUTCH has different paint schemes depending on the faction the player is fighting. When used by RaD they sport a yellow and black hazard color scheme, and when used by the Junker Coyotes they sport a pale pink scheme with yellow legs.