Colt CLT-4G

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Rotwang
08/14/17 06:34 AM
94.226.248.136

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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

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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.
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