Rotwang
08/14/17 06:34 AM
94.226.248.136
|
Colt CLT-4G
Mass: 65 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Dark Ages Tech Rating/Era Availability: E/X-X-E-A Production Year: 3132 Cost: 10.063.680 C-Bills Battle Value: 1.385
Chassis: Unknown Endo-Steel Power Plant: Unknown 260 Light Fusion Engine Walking Speed: 43,2 km/h Maximum Speed: 64,8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor w/ CASE Armament: 1 Large Pulse Laser 1 Light PPC 4 MML-5s 1 Small Pulse Laser Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: The CLT-4G was originally conceived as a Swiss-Army mech, able to provide versatile fire support and use specialist ammunition.
Capabilities: Though it can deliver less payload than mechs equipped with more conventional LRM or SRM launchers, the Colt is mainly designed to deliver special ammo such as smoke, frag, inferno or fascam ordonnance.
The Colt is based on a modified Crusader chassis, cutting down on design time and using shared components reduced cost and made maintenance easier.
The main armament are quad MML 5 launchers, the real innovation are the ammo bins, which can easily be swapped out at a mech repair facility allowing the Colt to be configured to carry different SRM or LRM loads.
The secondary armament includes a Large Pulse Laser and a Light PPC for general threats and a single Small Pulse Laser for close proximity threats and infantry.
Equipped with Jump Jets, the Colt can negotiate broken terrain, but its relatively slow running speed means that it can be flanked by faster units and can fall behind more mobile allies.
Standard armour and CASE give the Colt ample protection against most battlefield threats.
Battle History: First seen in 3097, the Colt was produced in small numbers for use by mercenaries and planetary militias. In an age where mechs were being phased out in favour of vehicles and infantry, the Colt sold surprisingly well, though numbers came nowhere near those of the earlier part of the century.
It wasn't until tensions rose in the 32nd century that the Colt saw more than token action. The Colt proved to be an effective, if somewhat lackluster design. While pilots seemed to favour more capable missile boats or mechs armed with high-powered weapons, a few provided excellent service to their units using smoke, frag or inferno ammo to deal with enemy threats or provide lance mates with superior close support.
Deployment: The Colt is found across the Inner Sphere and a few Periphery states. A handful appear to have been captured and pressed into service with a few clans, most notably Clans Wolf and Ghost Bear. The Jade Falcons consider the Colt an inferior design and have destroyed all captured units or scrapped them for spare parts for second line mechs.
Variants: The 4H variant drops the Large Pulse Laser, Light PPC and Small Pulse Laser and replaces it with a single ER Large Laser and a Medium Pulse Laser. The available tonnage is used to add extra ammo.
The 4I variant upgrades the Pulse Laser to X-Pulse Lasers.
The 4J variant mounts a Clan spec Large Pulse Laser and replaces the Light PPC with a Clan ER Large Laser. The Small pulse Laser is replaced by a pair of Clan Flamers.
Notable 'Mechs & MechWarriors: "The Crowbar" Part of Yeng's department of ungentlemanly warfare is a company sized unit of mechs outfitted for electronic warfare and general support. It incorporates mechs such as the Raven and Raven II, Arrow IV equipped artillery mechs, using equipment like mech tasers, EMP weapons, smoke, inferno and other specialist ammo to "render the battlefield experience of enemy forces as unpleasant and deadly as humanly possible." The Crowbar is a 4H variant that prides itself never to have carried or used regular LRM or SRM ammo. Mixing ammo like smoke, frag, inferno, flare, EMP etc to disrupt and weaken enemy forces.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 104 points 3,50 Internal Locations: 1 HD, 1 LT, 1 RT, 7 LA, 4 RA Engine: Light Fusion Engine 260 10,50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 4,00 Heat Sinks: Double Heat Sink 11(22) 1,00 Heat Sink Locations: 1 RA Gyro: Standard 3,00 Cockpit: Standard 3,00 Actuators: L: SH+UA+LA+H R: SH+UA+LA Armor: Standard Armor AV - 192 12,00 CASE Locations: 1 LT, 1 RT 1,00
Internal Armor Structure Factor Head 3 9 Center Torso 21 29 Center Torso (rear) 8 L/R Torso 15 24 L/R Torso (rear) 6 L/R Arm 10 19 L/R Leg 15 24
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Large Pulse Laser RA 10 2 7,00 Small Pulse Laser LA 2 1 1,00 2 MML-5s RT 6 6 6,00 2 MML-5s LT 6 6 6,00 Light PPC CT 5 2 3,00 @MML-5 (LRM) (24) RT - 1 1,00 @MML-5 (SRM) (20) RT - 1 1,00 @MML-5 (LRM) (24) LT - 1 1,00 @MML-5 (SRM) (20) LT - 1 1,00 Free Critical Slots: 0
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14 4j 4 3 2 0 3 1 Structure: 4 Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
|
ghostrider
08/14/17 11:53 AM
66.74.61.223
|
Interesting design and fluff. Definitely like the second line mech approach.
It does feel like a support mech, though it is kind of sad you are out of crits. For some reason a Colt sounds like a quad mech. Though I guess a turret or two might have worked, the weight isn't there.
|