Colossal Turtle
CTR-1
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 200T |
Stock Role | Semi-Mobile Turret |
Stock Specifications | |
Hardpoints | Ballistic: 6 Energy: 6 Missile: 2 Artillery: 2 Superweapon: 2 |
Speed | 1/2/0 |
Firepower | Max Damage: 800 Max Stability: 150 Max Heat: 0 |
Durability | Armor: 3268 Structure: 1530 |
Heat Efficiency | Sinking: 60 Alpha: 60 |
Melee | Kick: 200 Punch: 100 |
Stock Equipment | |
Engine | Compact Engine |
Core | 200 |
Heat Sinks | Heat Sink Kit Proto DHS |
E-Cooling | None |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Reinforced Structure (Fixed) |
Armor | Hardened Armor (C) |
Head | Min Range FCS Comms Suite Advanced |
Center Torso | HarJel Heat Sink Prototype Double-Strength Heat Sink Prototype Double-Strength Ammo Rail Gun Ammo Rail Gun Ammo Rail Gun Sensors Torso (Fixed) Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | HarJel Life Support (Fixed) Rail Gun |
Right Torso | HarJel Life Support (Fixed) Rail Gun |
Left Arm | HarJel Ammo Rail Gun |
Right Arm | HarJel Ammo Rail Gun |
Left Leg | HarJel Ammo Rail Gun |
Right Leg | HarJel Ammo Rail Gun |
Description
The Colossal Turtle was originally designed by two VEST engineers to satisfy a drunken bet that one could not cram two naval gauss rifles into any 'Mech regardless of size. The engineers won their bet, then the design was evaluated and promptly shelved for being cost prohibitive. The fact this 'mech exists anyway means the designs must have been stolen. At 200 tons, the Colossal Turtle is perhaps best considered to be a mobile turret rather than a mech. It packs tremendous firepower and extensive armor, however the Colossal Turtle lacks secondary weapons or any means to escape an opponent - not that it generally wants to.
<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
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CTR-2
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 200T |
Stock Role | Semi-Mobile Turret |
Stock Specifications | |
Hardpoints | Energy: 4 Missile: 2 Artillery: 2 Superweapon: 8 |
Speed | 2/3/0 |
Firepower | Max Damage: 450 Max Stability: 0 Max Heat: 0 |
Durability | Armor: 3270 Structure: 1530 |
Heat Efficiency | Sinking: 50 Alpha: 390 |
Melee | Kick: 200 Punch: 100 |
Stock Equipment | |
Engine | Compact Engine |
Core | 210 |
Heat Sinks | Engine Sink Kit (S) (Fixed) |
E-Cooling | None |
Gyro | Quad Mech Compact Gyro (Fixed) |
Structure | Reinforced Structure (Fixed) |
Armor | Hardened Armor |
Head | Targeting Computer [Assault] Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Negator (S) Min Range FCS |
Center Torso | CASE II HISC Hyper Laser Sensors Torso (Fixed) Exchanger III Torso Mount Cockpit w/ TarComp (Fixed) |
Left Torso | CASE II Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) HISC Hyper Laser Life Support (Fixed) |
Right Torso | CASE II Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) Heat Controller (S) HISC Hyper Laser Life Support (Fixed) |
Left Arm | Heat Sink Double (S) |
Right Arm | Heat Sink Double (S) |
Left Leg | Heat Controller (S) Heat Controller (S) |
Right Leg | Heat Controller (S) Heat Controller (S) |
Description
At 200 tons, the Colossal Turtle is perhaps best considered to be a mobile turret rather than a mech. This variant eschews the original's unwieldy railguns for the newly developed Hyper Laser. In fact, by using newly discovered Sanctuary technology, the Turtle is able to mount a staggering three of the monstrous weapons, and is able to keep firing for a surprising length of time before needing to cool off, certainly longer than needed to destroy anything it faces.
<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
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