Great Turtle
GTR-1
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Indestructible Tank |
Stock Specifications | |
Hardpoints | Ballistic: 2 Energy: 6 Missile: 2 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 153 Max Stability: 0 Max Heat: 0 |
Durability | Armor: 1640 Structure: 806 |
Heat Efficiency | Sinking: 84 Alpha: 69 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Endo-Steel Structure (Fixed) |
Armor | Hardened Armor |
Head | Medium X-Pulse |
Center Torso | Jump Jet (A) Sensors Torso (Fixed) Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | Jump Jet (A) Heat Sink (D) Life Support (Fixed) Medium X-Pulse Medium X-Pulse |
Right Torso | Jump Jet (A) Heat Sink (D) Large X-Pulse Life Support (Fixed) |
Description
Many mechs can claim to be indestructible but few actually meet that critera. The Great Turtle though is the definition of unkillable. Equipped with an incredible amount of Hardened Armor as well as a torso cockpit (complete with targeting computer) and a compact gyro, the Great Turtle is a brutal arena fight since few things can withstand its attacks while also wearing down its defenses. While the firepower is paltry (only a Large X-Pulse Laser and three Medium X-Pulse Lasers) the Turtle is about endurance and has a proven record in the arenas.
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Mercenaries
- Solaris VII Mercenary League
- Grim Determination
GTR-2
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Indestructible Tank |
Stock Specifications | |
Hardpoints | Energy: 10 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 170 Max Stability: 20 Max Heat: 0 |
Durability | Armor: 1640 Structure: 806 |
Heat Efficiency | Sinking: 102 Alpha: 108 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Compact Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Endo-Steel Structure (Fixed) |
Armor | Standard Armor |
Head | Hardened Medium X-Pulse Heat Sink (D) |
Center Torso | Jump Jet (A) Hardened Torso Mount Cockpit w/ TarComp (Fixed) Heat Sink (D) Sensors Torso (Fixed) |
Left Torso | Jump Jet (A) ER M Laser Hardened Medium X-Pulse Heat Sink (D) Heat Sink (D) Life Support (Fixed) |
Right Torso | Jump Jet (A) Hardened ER PPC + Capacitor Heat Sink (D) Life Support (Fixed) |
Description
While the GTR-1 was a qualified success, VEST decided to experiment even further with pilot survivability. By removing the Hardened Armor, they could use special hardened components on the hip actuators, the torso cockpit, and several of the weapons to ensure optimal functionality in any situation. The unique Hardened ER PPC with an in-built PPC Capacitor proved dangerous and effective while the similarly-hardened Medium X-Pulse Lasers are equally effective. A lone ER Medium Laser plays second-fiddle to the other weapons. The GTR-2 proved its worth during several arena tests and is being considered for full production.
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Mercenaries
- Solaris VII Mercenary League
GTR-3
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Experimental Tank |
Stock Specifications | |
Hardpoints | Ballistic: 3 Energy: 5 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 255 Max Stability: 80 Max Heat: 0 |
Durability | Armor: 1680 Structure: 806 |
Heat Efficiency | Sinking: 72 Alpha: 90 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | ER L Laser |
Center Torso | Jump Jet (A) Sensors Torso (Fixed) Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | Jump Jet (A) Experimental Assault Gauss Life Support (Fixed) |
Right Torso | Jump Jet (A) ER PPC Life Support (Fixed) |
Left Arm | Ammo Heavy Gauss |
Left Leg | Ammo Heavy Gauss Ammo Heavy Gauss |
Description
In addition to the basic GTR-1 and GTR-2, VEST made several other Great Turtles for experimentation of various technologies and concepts. One of them is the GTR-3, designed around an Experimental Assault Gauss Rifle meant for breaking fortifications and put to work for the arenas instead. To mount the weapon, the Hardened Armor had to be removed from the GTR-1, giving the Turtle only a standard assault mech's worth of armor. An ER PPC and ER Large Laser provide backup for the rifle while 3 jump jets keep the mech at least somewhat mobile.
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Mercenaries
- Solaris VII Mercenary League
GTR-4
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Indestructible Tank |
Stock Specifications | |
Hardpoints | Energy: 6 Missile: 4 Support: 2 |
Speed | 3/5/0 |
Firepower | Max Damage: 191 Max Stability: 54 Max Heat: 0 |
Durability | Armor: 1640 Structure: 806 |
Heat Efficiency | Sinking: 72 Alpha: 65 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | None |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Endo-Steel Structure (Fixed) |
Armor | Hardened Armor |
Head | Rotary ER M Laser Ammo T-Bolt10 Ammo T-Bolt10 Ammo T-Bolt10 |
Center Torso | Rotary ER M Laser Sensors Torso (Fixed) Supercharger Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | Heat Sink (D) Life Support (Fixed) Thunderbolt 10 |
Right Torso | Heat Sink (D) Life Support (Fixed) Rotary ER M Laser Thunderbolt 10 |
Description
In addition to the basic GTR-1 and GTR-2, VEST made several other Great Turtles for experimentation of various technologies and concepts. One of them is the GTR-4, which experimented with missile weaponry on the Turtle's chassis. Coated in 41 tons of Hardened Armor, the -4 remains indestructible. A pair of Thunderbolt-10s provide primary firepower while a trio of exotic Rotary ER Medium Lasers cover closer ranges. A Supercharger helps make up for the removal of the jump jets while three tons of ammo provides acceptable arena endurance.
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Mercenaries
- Solaris VII Mercenary League
GTR-5
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Indestructible Tank |
Stock Specifications | |
Hardpoints | Ballistic: 4 Energy: 6 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 170 Max Stability: 40 Max Heat: 0 |
Durability | Armor: 1640 Structure: 806 |
Heat Efficiency | Sinking: 72 Alpha: 72 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Endo-Steel Structure (Fixed) |
Armor | Hardened Armor |
Head | Ammo AC/5 [HEAP] Ammo AC/5 [PRE] ER M Laser (C) |
Center Torso | Jump Jet (A) Sensors Torso (Fixed) Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | Jump Jet (A) ER M Laser (C) LAC/5 Life Support (Fixed) |
Right Torso | Jump Jet (A) ER M Laser (C) LAC/5 Life Support (Fixed) |
Description
In addition to the basic GTR-1 and GTR-2, VEST made several other Great Turtles for experimentation of various technologies and concepts. One of them is the GTR-5, which attempts to mate the hardened chassis with ballistic weaponry, to poor results. Due to the weight of the Hardened Armor (41 tons worth) the only ballistic weapons that would fit were a pair of Light Autocannon/5s. A trio of ER Medium Lasers, Clantech at that, back up the ACs. Given the fairly anemic firepower and the issues with carrying explosive ammunition, the GTR-5 was regarded as a failure and was considered a waste by VEST's engineers.
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Mercenaries
- Solaris VII Mercenary League
GTR-6
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Indestructible Tank |
Stock Specifications | |
Hardpoints | Ballistic: 2 Energy: 6 Missile: 2 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 100 Max Stability: 0 Max Heat: 0 |
Durability | Armor: 1640 Structure: 806 |
Heat Efficiency | Sinking: 90 Alpha: 30 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Endo-Steel Structure (Fixed) |
Armor | Hardened Armor |
Head | Heat Sink (D) |
Center Torso | Jump Jet (A) Life Support (Fixed) Virtual Reality Piloting Pod (Fixed) |
Left Torso | Jump Jet (A) Bombast Laser Heat Sink (D) Life Support (Fixed) |
Right Torso | Jump Jet (A) Bombast Laser Heat Sink (D) Life Support (Fixed) |
Description
Many mechs can claim to be indestructible but few actually meet that critera. The Great Turtle though is the definition of unkillable. The GTR-6 is perhaps even more deadly than the original incarnation thanks to its Virtual Reality Piloting Pod boosting the pilot's abilities tremendously in battle. The firepower is simple yet exotic: a pair of Lyran-sourced Bombast Lasers that can be dialed to whatever the pilot needs in the moment. The GTR-6 made quite a splash in its debut match and has gone on to great success in the arenas.
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Mercenaries
- Solaris VII Mercenary League
GTR-C
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Indestructible Tank |
Stock Specifications | |
Hardpoints | Energy: 6 Missile: 4 Support: 2 |
Speed | 3/5/0 |
Firepower | Max Damage: 0 Max Stability: 0 Max Heat: 200 |
Durability | Armor: 1988 Structure: 806 |
Heat Efficiency | Sinking: 78 Alpha: 100 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | XL Engine (C) |
Core | 300 |
Heat Sinks | Engine Sink Kit (CDHS) |
E-Cooling | +2 |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Endo-Steel Structure (C) (Fixed) |
Armor | Hardened Armor (C) |
Head | HarJel Rangefinder Magestrix |
Center Torso | ECM Suite (C) HarJel Ammo Plasma Plasma Cannon (C) Sensors Torso (Fixed) Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | HarJel Heat Sink Double (C) Life Support (Fixed) Ammo Plasma Ammo Plasma Plasma Cannon (C) Plasma Cannon (C) |
Right Torso | Bulk Heat Bank HarJel Life Support (Fixed) Ammo Plasma Ammo Plasma Plasma Cannon (C) Plasma Cannon (C) |
Left Arm | HarJel |
Right Arm | HarJel |
Left Leg | HarJel |
Right Leg | HarJel |
Description
In addition to the basic GTR-1 and GTR-2, VEST made several other Great Turtles for experimentation of various technologies and concepts. Created as a Joint Project with Clan Diamond Shark, this Great Turtle boasts 43 tons of Clan-spec Hardened Armor. A quintet of Plasma Cannons give the mech its nickname, the 'Dragon Turtle', and are incredibly deadly to infantry and vehicles alike. It is equally at home at the arena or on the battlefield, leaving ashes of destruction in its wake.
<b><color=#e51717>COMMUNITY CONTENT</color></b>
Bonuses
Mech Quirk: Quad Mech
(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)
Pilot Affinity Indestructible
Your mech has no next of kin because it can't actually die. Gain 30% damage reduction at all times.
Factions
- Clan Diamond Shark
- Mercenaries
- Solaris VII Mercenary League
- Wolf's Dragoons