BattleMech Technical Readout
Name/Model: Turkina II
Designer: 09-Tyba
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 95
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Dark Age / 3105
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 22,476,675 C-Bills
Battle Value: 3,284
Chassis: OMW-JF4
Power Plant: Olivetti 285 XL
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Type 95
Jump Capacity: 90 meters
Armor: ECG Heavy Forging FJ9
Armament:
2 Mk. XVII ER PPCs
1 NR3 Pattern 20 Hyper-Assault Gauss 20
2 Type XV "Crossbow" LRM 15 w/ Artemis V FCS
Manufacturer: Olivetti Weaponry
Primary Factory: Sudeten
Communications: Raptor X-T Type IICR with ECM Suite
Targeting & Tracking: Goshawk E-Series
================================================================================================
Overview:
Imported from XTRO: Project Zhukov (Clan Military Equipment 3105 update section) by Steve
Cross.
The Turkina OmniMech had been in production since 3052 and has served
as Clan Jade Falcon?s premier assault Mech following the Refusal War. Built
within the Homeworlds and in the Inner Sphere at the Olivetti factory, the
Turkina was a departure from typical Falcon designs which relied on speed and
firepower at the expense of armour protection. Like many Falcon
designed Mechs the Turkina was jump capable and could leap up to 90 meters
but its ground speed was a rather pedestrian 56kph. This though allowed it to
carry a great deal of armour and weapon systems, making it act as a hammer
and anvil design, capable of engaging and destroying the most powerful of
opponents.
Following the Falcons complete emigration to their Inner Sphere holdings
the Olivetti Works became the most important factory within the Jade Falcon?s
Occupation Zone as it was their primary source of heavy and assault weight
Mechs. Due to the differences between the factories in the Inner Sphere and
back in the Homeworlds the Mech?s produced at the Olivetti facilities did look
somewhat different to their Homeworld counterparts and whilst most of these
were purely cosmetic changes, some significant design changes did occur
with some of the Mech?s produced at the Olivetti facilities. This included
the Turkina. The Turkina presented a broad and squat profile to an opponent
when head on but to mount its weapons this did require some design choices
that were less than ideal.
The LRM-15 launchers, instead of being mounted in more traditional
box launchers along the upper torso were moved to the area around the
shoulder joints. This made these joints a maintenance nightmare and
there was continuous problems with the feed systems for the LRMs as
well as their exhaust ports getting fouled. Any maintenance on the
shoulder joints also took longer as the ammunition had to be completely
removed.
This problem repeated itself with the dual LB-5 autocannon mounting
which also fed its ammunition through the shoulder and down into the
cannons, leading to a worrying number of jams as well as several
premature detonations of rounds in the shoulder joint and the feed
system for the LRMs and autocannons could become jammed due to
battle damage.
It was instead decided to rework the hull of the Turkina to eliminate
the worst of the design flaws and to change some of the weapons for
more modern equipment that had been developed and was now fully
fielded by the Clans.
Capabilities:
The entire torso section was redesigned and whilst it still presented a
narrow aspect from the front it wasn?t so broad and was instead longer
and was somewhat reminiscent of the Marauder?s hull shape. The
LRM-15?s were moved from the Mech?s shoulders to its upper back in
launch tubes that raised slightly up from the hull but did not raise the
Mech?s profile too much. Now situated with their ammunition not having
to go through the joint system, loading, unloading and reloading became
far easier and the incidences of jams or faults with the launchers
plummeted. The launchers were also augmented with the latest Artemis
V fire control, making them more accurate and increasing their lethality.
The troublesome autocannons were removed entirely and replaced
with a Hyper Assault Gauss Cannon which could engage targets at
similar ranges and do more damage whilst having the same sandblasting
effect of the proximity fused shellsfired by the LB-5 cannons. This
change increased the Mech?s firepower and with two tons of ammunition
mounted with the gun the jamming problems were also eliminated.
The other major structural change to the Mech was its legs. Much like
the old Nova and Kit Fox, the Turkina did not feature a fully flexible hip
section, limiting the amount of traverse available to the torso. This did
reduce the Mech?s profile, but it also incurred tactical limitations as the
Turkina would have to twist its whole body to keep an opponent in its
direct line of sight to bring all weapons to bare. The designers at Olivetti
instead completely replaced the upper leg section with a new hip joint,
bringing the legs closer in whilst reinforcing them as well.
This change improved the Mech?s stability and made it easier for
Warriors to track and engage fast moving targets that might be trying to
flank them. Finally the Turkina?s electronics were reworked, incorporating
many of the same systems as found on the new Shrike including a
powerful ECM to foul an opponents electronics and communication
systems.
Deployment:
These changes were well received by the Jade Falcon Warriors who
were lucky enough to be assigned to one although it did take some time
for them to be fully accepted as replacements for the original Homeworld
built Turkina chassis. Whereas the Shrike is seen as a more aggressive
and refined Mech thanks to its greater speed and agility but lesser
firepower, the Turkina is still very much seen as a hammer that would be
used to crush an opponent with its heavy firepower.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 9.50
Engine: 285 XL 8.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 17 [34] 7.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 288 18.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 45
Center Torso (rear): 10
R/L Torso: 20 30
R/L Torso (rear): 10
R/L Arm: 16 32
R/L Leg: 20 40
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ECM Suite CT 1 1.00
Jump Jet CT 1 2.00
Jump Jet RT 1 2.00
LRM 15 w/ Artemis V FCS RT 2 3.50
LRM 15 (Ammo 16) [Artemis V] RT 2 2.00
Jump Jet LT 1 2.00
LRM 15 w/ Artemis V FCS LT 2 3.50
LRM 15 (Ammo 16) [Artemis V] LT 2 2.00
2 ER PPCs RA 4 12.00
Hyper-Assault Gauss 20 LA 6 10.00
Hyper-Assault Gauss 20 (Ammo 18) LA 3 3.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 60
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 6 / (M) 6 / (L) 6, OV: 1
Armor (A): 10, Structure (S): 5
Specials: CASE, ECM, FLK1/1/1, IF2, OVL
Distribution
Name/Model: Turkina II
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
=======================================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3.Hyper-Assault Gauss 20 3. Cockpit 3.Double Heat Sink
4.Hyper-Assault Gauss 20 4. Roll Again 4.Double Heat Sink
5.Hyper-Assault Gauss 20 5. Sensors 5.Double Heat Sink
6.Hyper-Assault Gauss 20 6. Life Support 6.Double Heat Sink
1.Hyper-Assault Gauss 20 1.ER PPC
2.Hyper-Assault Gauss 20 2.ER PPC
3. Hyper-Assault Gauss 20 (Ammo 6) 3.ER PPC
4. Hyper-Assault Gauss 20 (Ammo 6) 4.ER PPC
5. Hyper-Assault Gauss 20 (Ammo 6) 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3.Double Heat Sink 3. XL Engine 3.Double Heat Sink
4.Double Heat Sink 4. Gyro 4.Double Heat Sink
5.LRM 15 5. Gyro 5.LRM 15
6.LRM 15 6. Gyro 6.LRM 15
1. Jump Jet 1. Gyro 1. Jump Jet
2.Artemis V FCS 2. XL Engine 2.Artemis V FCS
3.Artemis V FCS 3. XL Engine 3.Artemis V FCS
4. LRM 15 (Ammo 8) [Artemis V] 4. XL Engine 4. LRM 15 (Ammo 8) [Artemis V]
5. LRM 15 (Ammo 8) [Artemis V] 5. Jump Jet 5. LRM 15 (Ammo 8) [Artemis V]
6. Roll Again 6. ECM Suite 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5.Double Heat Sink 5.Double Heat Sink
6.Double Heat Sink 6.Double Heat Sink
Cost Breakdown
Name/Model: Turkina II
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
=================================================================================================================================
Structural Cost
---------------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (288 pts) 18.0 x 10,000 180,000.00
Internal Structure (Standard): 95 x 400 x 1 (+) 38,000.00 = 218,000.00
Myomer (Standard): 95 x 2,000 (+) 190,000.00 = 408,000.00
Engine (XL): (20,000 x 285 x 95) / 75 (+) 7,220,000.00 = 7,628,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 8,528,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 8,728,000.00
Life Support: 50,000 (+) 50,000.00 = 8,778,000.00
Sensors: 95 x 2,000 (+) 190,000.00 = 8,968,000.00
Heat Sinks (Double): 17 x 6,000 (+) 102,000.00 = 9,070,000.00
Arm Actuators: 95 x ((100 x 2) + (50 x 0) + (80 x 0)) (+) 19,000.00 = 9,089,000.00
Leg Actuators: 95 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 66,500.00 = 9,155,500.00
---------------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 9,155,500.00
=================================================================================================================================
Weapons and Equipment Cost
---------------------------------------------------------------------------------------------------------------------------------
CASE 3 x 50,000 150,000.00
ECM Suite 200,000 (+) 200,000.00 = 350,000.00
ER PPC 300,000 (+) 300,000.00 = 650,000.00
ER PPC 300,000 (+) 300,000.00 = 950,000.00
Hyper-Assault Gauss 20 400,000 (+) 400,000.00 = 1,350,000.00
Hyper-Assault Gauss 20 (Ammo 6) [Empty Bin] 0 (+) 0.00 = 1,350,000.00
Hyper-Assault Gauss 20 (Ammo 6) [Empty Bin] 0 (+) 0.00 = 1,350,000.00
Hyper-Assault Gauss 20 (Ammo 6) [Empty Bin] 0 (+) 0.00 = 1,350,000.00
Jump Jets 95 x (3 x 3) x 200 (+) 171,000.00 = 1,521,000.00
LRM 15 (Ammo 8) [Artemis V] [Empty Bin] 0 (+) 0.00 = 1,521,000.00
LRM 15 (Ammo 8) [Artemis V] [Empty Bin] 0 (+) 0.00 = 1,521,000.00
LRM 15 (Ammo 8) [Artemis V] [Empty Bin] 0 (+) 0.00 = 1,521,000.00
LRM 15 (Ammo 8) [Artemis V] [Empty Bin] 0 (+) 0.00 = 1,521,000.00
LRM 15 w/ Artemis V FCS 175,000 + 250,000 (+) 425,000.00 = 1,946,000.00
LRM 15 w/ Artemis V FCS 175,000 + 250,000 (+) 425,000.00 = 2,371,000.00
---------------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 2,371,000.00
=================================================================================================================================
BattleMech Cost
---------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 9,155,500.00
Weapons and Equipment Cost: (+) 2,371,000.00 = 11,526,500.00
BattleMech Cost Multiplier: 1 + (95 / 100) (*) 1.95 = 22,476,675.00
---------------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 22,476,675.00
Dark Age (3081 - 3150)
Standard
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Advanced
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Alpha Strike Conversion
Name/Model: Turkina II
Technology: Clan
Tonnage: 95
Configuration: Biped BattleMech
=====================================================================================================================================
Determine Unit Type
-------------------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
-------------------------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
=====================================================================================================================================
Determine Weight/Size Class
-------------------------------------------------------------------------------------------------------------------------------------
Tonnage: 95 (greater than or equal to 80 and less than or equal to 100) = 4
-------------------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
=====================================================================================================================================
Convert Movement and Movement Modes
-------------------------------------------------------------------------------------------------------------------------------------
Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
-------------------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 6"j
=====================================================================================================================================
Determine Short Range Damage Value
-------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
34 (Heat Sinks) = 34
3 (Movement) + 44 (Weapons) - 4 (Base) (-) 43 = -9
Offensive Equipment: = 0.000
LRM 15 w/ Artemis V FCS (+) 1.260 = 1.260
LRM 15 w/ Artemis V FCS (+) 1.260 = 2.520
Hyper-Assault Gauss 20 (+) 1.328 = 3.848
ER PPC (+) 1.500 = 5.348
ER PPC (+) 1.500 = 6.848
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 34 = 232.832
Divided by the maximum heat output - 4 (/) 43 = 5.415
Rounded up to the nearest tenth = 5.5
-------------------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 6
=====================================================================================================================================
Determine Medium Range Damage Value
-------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
34 (Heat Sinks) = 34
3 (Movement) + 44 (Weapons) - 4 (Base) (-) 43 = -9
Offensive Equipment: = 0.000
Hyper-Assault Gauss 20 (+) 1.200 = 1.200
LRM 15 w/ Artemis V FCS (+) 1.260 = 2.460
LRM 15 w/ Artemis V FCS (+) 1.260 = 3.720
ER PPC (+) 1.500 = 5.220
ER PPC (+) 1.500 = 6.720
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 34 = 228.480
Divided by the maximum heat output - 4 (/) 43 = 5.313
Rounded up to the nearest tenth = 5.4
Unit receives Overheat (OV) value of 1
-------------------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 6
=====================================================================================================================================
Determine Long Range Damage Value
-------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
34 (Heat Sinks) = 34
3 (Movement) + 44 (Weapons) - 4 (Base) (-) 43 = -9
Offensive Equipment: = 0.000
Hyper-Assault Gauss 20 (+) 1.200 = 1.200
LRM 15 w/ Artemis V FCS (+) 1.260 = 2.460
LRM 15 w/ Artemis V FCS (+) 1.260 = 3.720
ER PPC (+) 1.500 = 5.220
ER PPC (+) 1.500 = 6.720
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 34 = 228.480
Divided by the maximum heat output - 4 (/) 43 = 5.313
Rounded up to the nearest tenth = 5.4
-------------------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 6
=====================================================================================================================================
Convert Armor
-------------------------------------------------------------------------------------------------------------------------------------
Standard: 288 armor points x 1 288.000 = 288.000
Armor Factor Conversion (/) 30 = 9.600
-------------------------------------------------------------------------------------------------------------------------------------
Final Armor Value: 10
=====================================================================================================================================
Convert Structure
-------------------------------------------------------------------------------------------------------------------------------------
Engine: Clan XL on a 95 ton BattleMech = 5.0
-------------------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 5
=====================================================================================================================================
Determine Special Abilities
-------------------------------------------------------------------------------------------------------------------------------------
Unit is equipped with CASE = CASE
Unit is equipped with ECM Suite = ECM
Unit is equipped with forward facing Flak-capable weapons = FLK1/1/1
Unit is equipped with forward facing weapons capable of firing indirectly = IF2
Base long-range damage is at least 1 more than the heat-modified damage = OVL
=====================================================================================================================================
Determine Point Value
-------------------------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 6 (Medium) + 6 (Medium) + 6 (Long) = 24.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 26.000
Overheat Factor 1 (Overheat) (+) 1.000 = 27.000
Special Ability Factor [IF2] 2 (Ability Rating) (+) 2.000 = 29.000
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 29.250
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 29.250
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 25.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 27.500
Final DIR Round to nearest half point = 27.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 27.500 = 28.750
Unit's Final Point Value:
Offensive Value = 29.250
Defensive Value (+) 28.750 = 58.000
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 60.000
-------------------------------------------------------------------------------------------------------------------------------------
Final Point Value: 60