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Author Topic: Quicksilver Upgrades #33: Turkina ( ) 95 tons  (Read 5822 times)

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Ice Hellion

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #30 on: January 29, 2019, 04:04:34 PM »

Little quiet here today, hopefully masterarminas and Ice Hellion are working hard on their entries! ;)

I did but I don't know why my files were not saved. I have to begin all again.
« Last Edit: January 29, 2019, 04:09:21 PM by Ice Hellion »
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #31 on: January 29, 2019, 05:49:09 PM »

I did but I don't know why my files were not saved. I have to begin all again.

That really sucks, wonder what masterarminas is up too?
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masterarminas

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #32 on: January 30, 2019, 12:39:42 PM »

Turkina (Wotan)

First appearing at the Battle of Tukayyid, the 95-ton Jade Falcon Assault-weight design Turkina came as a most unpleasant surprise to the defending ComGuard forces.  Slower than most of the Falcon OmniMechs (matching the speed of the fearsome Wolf and Jaguar Dire Wolf), this new OmniMech combined heavy armor protection, good mobility (through fixed jump jets), and a heavy weapons package in a terrifyingly effective assault-weight design.

However, in the wake of the epic battle and the subsequent call by the ilKhan for the Quicksilver Trials, the Falcons decided to revise and reconfigure the original planned concepts for the Omni configurations of this war machine.

Jade Falcon tecnicians reported that the four double-strength heat sinks mounted externally to the engine core could be removed with little difficulty, increasing the available pod space to 46 tons and freeing up a decent amount of internal space as well.  While the Falcon scientists protested this "overreach" by the members of the technician caste, the Falcon leadership decided--this time--to back the lower caste.  The potential for increased weaponry outweighed the need for the fixed cooling units, at least in the view of the Warrior caste.

While the ComGuards did not give the new Turkina a unique designation on Tukayyid, subsequent encounters with AFFC forces in and around the Jade Falcon Occupation Zone saw the OmniMech christened as the Wotan, after the All-Father of the Norse Gods.  As Wotan was also the capital of the JFOZ, this designation pleased the Falcon leadership who accepted it with nary a protest.

Code: [Select]
Turkina

Mass: 95 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3052
Cost: 22,645,594 C-Bills
Battle Value: 1,235

Chassis: Unknown Standard
Power Plant: Unknown 285 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
    Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
    46.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     145 points                9.50
Engine:             XL Fusion Engine             285                       8.50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   6.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 288                 18.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     30           45       
                                 Center Torso (rear)                  10       
                                           L/R Torso     20           30       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     16           32       
                                             L/R Leg     20           40

The new Quicksilver Prime configuration bears more than a passing resemblence to the original Turkina Prime.  Armament consists of two Ultra AC-5 Autocannons (right arm and left arm) each fed by two tons of ammunition mounted in tandem with a pair of Large Pulse Lasers.  Two LRM-10 long-range missile launch racks outfitted with Artemis IV Fire-Control Systems were then fitted, one each to the right and left torso.  Each missile pack with provided with two full tons of ammunition; the Falcons having taken the lessons of Tukayyid to heart.  Sixteen DHS allows the new Turkina Prime to remain heat-neutral on a running Alpha Strike with both UAC-5s firing in single shot mode.  When the autocannons are used in double-tap mode, only movement heat is generated as excess. 

Code: [Select]
Loadout Name: Prime                                          Cost: 26,009,344
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,663

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0.00
Heat Sinks:         Double Heat Sink             16(32)                    5.00
    Heat Sink Locations: 1 LT, 2 RT, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Ultra AC/5                                   RA        1         3         7.00
Large Pulse Laser                            RA        10        2         6.00
Ultra AC/5                                   LA        1         3         7.00
Large Pulse Laser                            LA        10        2         6.00
LRM-10                                       RT        4         1         2.50
    Artemis IV FCS                           RT        -         1         1.00
LRM-10                                       LT        4         1         2.50
    Artemis IV FCS                           LT        -         1         1.00
@Ultra AC/5 (40)                             RA        -         2         2.00
@Ultra AC/5 (40)                             LA        -         2         2.00
@LRM-10 (Artemis) (24)                       RT        -         2         2.00
@LRM-10 (Artemis) (24)                       LT        -         2         2.00
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 27
3j         6       6       6       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2

Configuration A features two Gauss Rifles (right arm and left arm) each fed by two tons of ammunition (for 16 shots) and two ER PPCs (right torso and left torso).  Seventeen DHS allow for the A Configuration to remain heat neutral on a running Alpha Strike.  While no secondary weapons are fitted, the long-range and concentrated damage that the Turkina A can deliver makes it much feared in combat, as any one of the four weapon systems can remove the cockpit from an opposing 'Mech with a single shot.

Code: [Select]
Loadout Name: A                                              Cost: 25,902,094
Tech Rating/Era Availability: F/X-X-E                         BV2: 3,248

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0.00
Heat Sinks:         Double Heat Sink             17(34)                    6.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LL, 1 RL
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
Gauss Rifle                                  LA        1         6        12.00
ER PPC                                       RT        15        2         6.00
ER PPC                                       LT        15        2         6.00
@Gauss Rifle (16)                            RA        -         2         2.00
@Gauss Rifle (16)                            LA        -         2         2.00
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 32
3j         6       6       6       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

The Turkina B is a long-range missile support unit.  It also has one of the highest potential damage ratings of any of the new Turkina configurations.  Armament consists of six LRM-15 launchers, each outfitted with Artemis IV FCS, and fed by two tons of ammunition.  Two launchers are mounted in both the right and left arm, with the remaining two divided between the right and left torsos.  A center torso mounted ER Medium Laser is the only secondary weapon.  Seventeen DHS allows for the use of all weapons at the cost of only moderate excess overheat production.  Firing all six missile launchers and the ER Medium Laser results in a minimal excess overheat of +1 before movement. 

Code: [Select]
Loadout Name: B                                              Cost: 27,437,719
Tech Rating/Era Availability: F/X-X-E                         BV2: 3,145

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0.00
Heat Sinks:         Double Heat Sink             17(34)                    6.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 LRM-15s                                    RA        10        4         7.00
    Artemis IV FCS                           RA        -         2         2.00
2 LRM-15s                                    LA        10        4         7.00
    Artemis IV FCS                           LA        -         2         2.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
ER Medium Laser                              CT        5         1         1.00
@LRM-15 (Artemis) (32)                       RA        -         4         4.00
@LRM-15 (Artemis) (32)                       LA        -         4         4.00
@LRM-15 (Artemis) (16)                       RT        -         2         2.00
@LRM-15 (Artemis) (16)                       LT        -         2         2.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 31
3j         8       8       8       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 7

The Turkina C is a pure energy boat.  Weaponry is comprised of four Large Pulse Lasers (two each in the right and left arms) supported at closer ranges by a trio of Medium Pulse Lasers (right torso, center torso, and left torso). A massive twenty-seven double-strength heat sinks are fitted to the design, making the Turkina C heat neutral on a running Alpha Strike!  Highly accurate and capable of delivering a blistering level of firepower for as long as the OmniMech remains operational and the Warrior can endure on the battlefield, the C Configuration is favored for campaigns where resupply is in doubt.

Code: [Select]
Loadout Name: C                                              Cost: 25,024,594
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,962

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0.00
Heat Sinks:         Double Heat Sink             27(54)                   16.00
    Heat Sink Locations: 4 LT, 4 RT, 3 LA, 3 RA, 1 LL, 1 RL
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Large Pulse Lasers                         RA        20        4        12.00
2 Large Pulse Lasers                         LA        20        4        12.00
Medium Pulse Laser                           RT        4         1         2.00
Medium Pulse Laser                           LT        4         1         2.00
Medium Pulse Laser                           CT        4         1         2.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 30
3j         7       7       5       0      4     0   Structure:  5
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA

Configuration D occassionally sees use as a command OmniMech, but was designed for urban warfare.  This model includes an Active Probe (head), an ECM Suite (center torso), and an Anit-Missile System (left torso) with one ton of ammunition.  The long-ranged weapons consist of a Large Pulse Laser and an LRM-10 launcher with Artemis IV FCS fed by two tons of ammunition (both in the left arm).  But for close-range combat, the Turkina D features a massive LB-20X autocannon in the right arm fed by four tons of ammunition and supported by two Streak SRM-6 launchers (right torso and left torso) each supplied with their own ton of ammunition.  To deal with FedCom infantry and battle armor, the configuration also mounts two Small Pulse Lasers (right torso and left torso) and two Flamers (right torso and left torso).  Sixteen DHS cannot deal with all of the heat produced by these weapon systems; however, provided that the SPLs and Flamers are not used, the design is heat neutral on a running Alpha Strike with both Streak packs locking on target. 

Code: [Select]
Loadout Name: D                                              Cost: 27,501,094
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,722

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0.00
Heat Sinks:         Double Heat Sink             16(32)                    5.00
    Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 20-X AC                                   RA        6         9        12.00
Large Pulse Laser                            LA        10        2         6.00
LRM-10                                       LA        4         1         2.50
    Artemis IV FCS                           LA        -         1         1.00
Streak SRM-6                                 RT        4         2         3.00
Small Pulse Laser                            RT        2         1         1.00
Flamer                                       RT        3         1         0.50
Anti-Missile System                          LT        1         1         0.50
Streak SRM-6                                 LT        4         2         3.00
Small Pulse Laser                            LT        2         1         1.00
Flamer                                       LT        3         1         0.50
ECM Suite                                    CT        0         1         1.00
Active Probe                                 HD        0         1         1.00
@LB 20-X (Cluster) (5)                       RA        -         1         1.00
@LRM-10 (Artemis) (24)                       LA        -         2         2.00
@LB 20-X (Slug) (10)                         RT        -         2         2.00
@Streak SRM-6 (15)                           RT        -         1         1.00
@Anti-Missile System (24)                    LT        -         1         1.00
@Streak SRM-6 (15)                           LT        -         1         1.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 27
3j         6       6       2       0      4     1   Structure:  5
Special Abilities: OMNI, PRB, RCN, ECM, AMS, CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/0

Finally, there is Configuration E.  This configuration includes a four ton Targeting Computer in the right torso to maximize accuracy.  Armament consists of a Gauss Rifle (left arm) with three tons of ammunition and an ER PPC (right arm).  These weaons are supported by two LRM-15 launchers with Artemis IV FCS (right torso and left torso), each fed by three tons of ammunition and a head-mounted ER Medium Laser.  Sixteen DHS allow for this configuration to remain heat-neutral on a walking Alpha Strike.  The enhanced accuracy of the ballistic and energy weapons ensure that every shot counts and the deep ammunition bins provide excellent combat endurance for the design.

Code: [Select]
Loadout Name: E                                              Cost: 26,301,844
Tech Rating/Era Availability: F/X-X-E                         BV2: 3,312

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0.00
Heat Sinks:         Double Heat Sink             16(32)                    5.00
    Heat Sink Locations: 1 LT, 1 LA, 1 RA, 1 LL, 1 RL
    CASE Locations: CT, LT, RT, LA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        2         6.00
Gauss Rifle                                  LA        1         6        12.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
Targeting Computer                           RT        -         4         4.00
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
ER Medium Laser                              HD        5         1         1.00
@Gauss Rifle (16)                            LA        -         2         2.00
@LRM-15 (Artemis) (16)                       RT        -         2         2.00
@Gauss Rifle (8)                             LT        -         1         1.00
@LRM-15 (Artemis) (24)                       LT        -         3         3.00
@LRM-15 (Artemis) (8)                        CT        -         1         1.00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 33
3j         7       7       6       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 3
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Ice Hellion

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #33 on: January 30, 2019, 03:11:11 PM »

I have one prototype Configuration like Master Arminas. I will redesign it (this is what you get when you are the last one to post).
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #34 on: January 30, 2019, 06:31:40 PM »

Very nice masterarminas!

I have one prototype Configuration like Master Arminas. I will redesign it (this is what you get when you are the last one to post).

Remember Ice we have tie breakers for identical configurations which include weapon locations (the allocation the arsenal can make a big difference in the capabilities of the Mech), fluff (better story or reason behind your configuration), and lastly entry time.

So you don't have the final tie breaker true but if you believe in your concept or think it is better for reason X I would retain it.
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Ice Hellion

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #35 on: January 31, 2019, 03:07:14 PM »

Very nice masterarminas!

I have one prototype Configuration like Master Arminas. I will redesign it (this is what you get when you are the last one to post).

Remember Ice we have tie breakers for identical configurations which include weapon locations (the allocation the arsenal can make a big difference in the capabilities of the Mech), fluff (better story or reason behind your configuration), and lastly entry time.

But it is not fair for MasterArminas.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #36 on: January 31, 2019, 05:14:50 PM »

Well playing devil's advocate he could look at your 'improved' design and revise it before the contest is over. Besides you can't really cheat on fluff even if you simply take a submitted configuration and change the locations. Then the final tie break would be his in this case as he submitted first.
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Ice Hellion

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #37 on: January 31, 2019, 06:40:58 PM »

Overview
No Jade Falcon design has ever been so much field tested. The Turkina began its operational tests during Operation Revival and its first major battle was on Tukayyid where the 4 prototypes underwent a heavy treatment of which they emerged more or less intact but with precious feedback for Clan Jade Falcon.
The next trials were when the different Clans began raiding each other with the hope of being able to get back to full strength quicker than the others and a way of doing it was to acquire production rights for selected designs from other Clans. 2 more Turkinas went onto the field to successfully defend Clan Jade Falcon rights.
With more combat feedback to improve the design, the ultimate choices were made and in late 3052, the new OmniMech rolled out of the production lines.


Capabilities
At 95 tons, the Turkina is built on almost the heavies chassis available. It was designed with several conflicted goals in mind: be mobile (a new approach learned by the Clans in the Inner Sphere), have enough firepower, be able to stay on the battlefield and be durable.
The main difference in the chassis between the original prototype and the final one is the removal of 4 fixed Double Heat Sinks giving the production model the capacity to carry almost 10% more weapons.

Each of the 8 Configurations was designed after long interviews with the first 5 Jade Falcon Warriors to pilot a Turkina (the sixth being taken as bondsman by Clan Wolf) and after hours of reviewing its performance against all sorts of enemies. The Jade Falcon Khans believed that by doing so their Clan would produce the best OmniMech for the best Warriors. Some in the Touman said that a pair of Configurations were too close to the personal preferences of the 6 original Warriors but these complaints were dismissed.

Configuration Prime follows the flexible approach with weapons designed to take down any kind of targets. With two ER PPC and two Large Pulse Lasers, it an unleash its firepower almost forever. To take care of the holes made by the energy weapons, two LRM-10 were added, each with one ton of ammo.
25 Double Heat Sinks nearly allow it to fire all its energy weapons and still move at full speed while an ECM Suite is there to disturb any advanced electronics.

Configuration A is designed around the long-range engagenents. Its main firepower comes from an ER PPC and a Gauss Rifle linked to a Targeting Computer coupled with twin LRM-15 with Artemis IV. Each of the ammunition dependent systems is provided with 3 tons of ammo.
If things were to get close and personal, two ER Medium Lasers and an ECM Suite would take care of most opponents.
In spite of its heavy firepower, this Configuration runs quite cool, mostly thanks to its 17 Double Heat Sinks;

Configuration B focuses on one thing and one thing only: get after the biggest ‘Mech and destroy them quickly. To do so, like the King Crab from the Star League Defence Forces, it carries two AC/20 but of the Ultra variety backed up by one ER Large Laser and twin LRM-10 to take down at longer ranges the targets weakened by the massive firepower at short range.
An ECM Suite and an Active Probe shield it from any nasty surprise that might happen at close ranges while its 4 tons of ammo for the UAC/20 and two tons for the LRM-10 give it some endurance on the battlefield.

Configuration C is following the same combat philosophy as Configuration A but focusing only on direct fire weapons. With two ER PPC and two Gauss Rifles and thanks to the advanced training of the Jade Falcon Warriors, tt can take down quickly almost any opponents with a few placed shots. After the dezgra tactics of ComGuards on Tukayyid, an ECM Suite was added to jam any unfair electronics used by the Inner Sphere.

Configuration D is a missile boat carrying an impressive number of 6 LRM-15 all linked to an Artemis IV together with 8 tons of ammo. For those waiting for the ammo exhaustion, 6 ER Medium Lasers will prove a nasty surprise.
Its 16 Double Heat Sinks allow it to fire one system or the other but not both at the same time.

Configuration E is the opposite of Configuration D thanks to its 6 Streak SRM-6 and its twin ER PPC. Likely to fight all kinds of opponents at all ranges, it was given an Active Probe and an ECM Suite to detect threats and shield the Turkina from it.

If Configuration B was inspired by the King Crab, Configuration F inspiration lies into the so-called Clanbuster designs of ComStar (and more likely in the King Crab) With two Gauss Rifles and a Large Pulse Laser, all linked to a Targeting Computer (shielded by an ECM Suite), this Configuration allows a Warrior to slowly destroy other ‘Mechs. Two Streak SRM-4 are there to finish the job if someone dares to come close to this Turkina.

The last known Configuration is an urban monster able to destroy entire units of infantry or battle armours thanks to 4 Large Pulse Lasers and twin Flamers. An Active Probe allows it to detect hidden units while 4 LRM-5 are more than enough to slowly take down infantry or vehicle units staying out of range.


Battle History
With an even ratio of victories and failures, the 16th Wolf Guards was looking for an opportunity to restore its name. Star Colonel Dwillt Radick decided to strike a big hit and issued a challenge to the training units of the Falcon cadets, hoping to bleed the newt generation of Jade Falcon Warriors.
However it was Zeta Solhama Cluster that answered his challenge and thanks to their training as an opposing unit managed to make the Wolf unit run away.
Two factors played for Clan Jade Falcon. The first one was the incapacity of the 16th Wolf Guards to act as a coherent unit, letting them try to use unorthodox tactics against the claws sharpener of the Falcon Touman.
The second was the apparition of brand new Turkinas (the Cluster had just received a Star of them) as the angular stone on which the defensive and offensive operations of the Jade Falcon Warriors could be built. During all the battles, a Turkina was always at the forefront of the fight. It is a testimony of both the endurance of the design and the capabilities of the Falcon Warriors that they always left the battle without major damage while inflicting enough to stop waves after waves of Clan Wolf attacks.
 

Deployment
So far, Clan Jade Falcon has managed to prevent this design from the voracious appetites of other Clans. Only Clan Smoke Jaguar has managed to acquire some of them.
It seems that the Jade Falcons are using it as their new standard Assault OmniMech as it is being deployed all over their Touman in every Heavy or Assault unit, with the lion share being given in the traditional elitist approach followed by this Clan to the Jade Falcon Keshik


Notable ‘MechWarriors
‘MechWarrior Kipps is one of the original “testers” of the Tukina during Operation Revival. He was the only wounded during the fight on Tukayyid, giving birth to the Wotan nickname as his ‘Mech was hit in a way that made it look like one-eyed, which seemed to make it fight with even more ferocity, almost in a berserker trance. As Rom analysts were reviewing the after-action reports to catch any new weapons designed by the Clans, they came upon this ‘Mech with such a strange behaviour and because of the convention of naming new Jade Falcon ‘Mechs from the Clans after Nordic or Germanic Gods, they decided to go for the chief of the Berserkers, the one-eyed god of the Germanic pantheon, Wotan.

Code: [Select]
Turkina Wotan

Mass: 95 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3052
Cost: 22 645 594 C-Bills
Battle Value: 1 235

Chassis: JF Standard Standard
Power Plant: JF EXtralight 285 Fusion XL Engine
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets: JF Standard
    Jump Capacity: 90 meters
Armor: JF Standard Standard Armor
Armament:
    46.0 tons of pod space.
Manufacturer: Ironhold Beta Complex
    Primary Factory: Ironhold
Communications System: JF Integrated
Targeting and Tracking System: Series JFIX

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     145 points                9,50
Engine:             XL Fusion Engine             285                       8,50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   6,00
Heat Sinks:         Double Heat Sink             11(22)                    1,00
Gyro:               Standard                                               3,00
Cockpit:            Standard                                               3,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 288                 18,00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     30           45       
                                 Center Torso (rear)                  10       
                                           L/R Torso     20           30       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     16           32       
                                             L/R Leg     20           40       



================================================================================
Loadout Name: Prime                                          Cost: 26 384 719
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 3 224

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             25(50)                   14,00
    Heat Sink Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL
    CASE Locations: LT, RT                                                 0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    HD        0         1         1,00
LRM-10                                       RT        4         1         2,50
LRM-10                                       LT        4         1         2,50
2 ER PPCs                                    RA        30        4        12,00
2 Large Pulse Lasers                         LA        20        4        12,00
@LRM-10 (12)                                 RT        -         1         1,00
@LRM-10 (12)                                 LT        -         1         1,00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 32
3j         6       6       6       0      4     0   Structure:  5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1


================================================================================
Loadout Name: A                                              Cost: 26 755 219
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 3 492

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             17(34)                    6,00
    Heat Sink Locations: 2 RT, 2 LA, 1 LL, 1 RL
    CASE Locations: LT, RA                                                 0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    HD        0         1         1,00
ER Medium Laser                              RT        5         1         1,00
Targeting Computer                           RT        -         4         4,00
2 LRM-15s                                    LT        10        4         7,00
    Artemis IV FCS                           LT        -         2         2,00
Gauss Rifle                                  RA        1         6        12,00
ER Medium Laser                              RA        5         1         1,00
ER PPC                                       LA        15        2         6,00
@LRM-15 (Artemis) (24)                       LT        -         3         3,00
@Gauss Rifle (24)                            RA        -         3         3,00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 35
3j         7       8       6       0      4     0   Structure:  5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, IF 3


================================================================================
Loadout Name: B                                              Cost: 27 374 344
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2 839

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             16(32)                    5,00
    Heat Sink Locations: 3 LT, 2 RT
    CASE Locations: RT, LA, RA                                             0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    HD        0         1         1,00
2 LRM-10s                                    RT        8         2         5,00
Active Probe                                 RT        0         1         1,00
ER Large Laser                               LT        12        1         4,00
Ultra AC/20                                  RA        7         8        12,00
Ultra AC/20                                  LA        7         8        12,00
@LRM-10 (24)                                 RT        -         2         2,00
@Ultra AC/20 (10)                            RA        -         2         2,00
@Ultra AC/20 (10)                            LA        -         2         2,00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 28
3j         6       6       2       0      4     3   Structure:  5
Special Abilities: OMNI, ECM, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: C                                              Cost: 26 374 969
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 3 322

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             16(32)                    5,00
    Heat Sink Locations: 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
    CASE Locations: LA, RA                                                 0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    HD        0         1         1,00
ER PPC                                       RT        15        2         6,00
ER PPC                                       LT        15        2         6,00
Gauss Rifle                                  RA        1         6        12,00
Gauss Rifle                                  LA        1         6        12,00
@Gauss Rifle (16)                            RA        -         2         2,00
@Gauss Rifle (16)                            LA        -         2         2,00
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 33
3j         6       6       6       0      4     0   Structure:  5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: D                                              Cost: 28 398 094
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 3 376

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             16(32)                    5,00
    Heat Sink Locations: 1 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 LRM-15s                                    RT        10        4         7,00
    Artemis IV FCS                           RT        -         2         2,00
ER Medium Laser                              RT        5         1         1,00
2 LRM-15s                                    LT        10        4         7,00
    Artemis IV FCS                           LT        -         2         2,00
ER Medium Laser                              LT        5         1         1,00
LRM-15                                       RA        5         2         3,50
    Artemis IV FCS                           RA        -         1         1,00
ER Medium Laser                              RA        5         1         1,00
LRM-15                                       LA        5         2         3,50
    Artemis IV FCS                           LA        -         1         1,00
3 ER Medium Lasers                           LA        15        3         3,00
@LRM-15 (Artemis) (16)                       RT        -         2         2,00
@LRM-15 (Artemis) (16)                       LT        -         2         2,00
@LRM-15 (Artemis) (16)                       RA        -         2         2,00
@LRM-15 (Artemis) (16)                       LA        -         2         2,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 34
3j         7       7       4       0      4     4   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 4


================================================================================
Loadout Name: E                                              Cost: 27 471 844
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 3 296

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             21(42)                   10,00
    Heat Sink Locations: 2 LT, 2 RT, 2 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1,00
ECM Suite                                    CT        0         1         1,00
Streak SRM-6                                 RT        4         2         3,00
ER PPC                                       RT        15        2         6,00
Streak SRM-6                                 LT        4         2         3,00
ER PPC                                       LT        15        2         6,00
2 Streak SRM-6s                              RA        8         4         6,00
2 Streak SRM-6s                              LA        8         4         6,00
@Streak SRM-6 (15)                           RT        -         1         1,00
@Streak SRM-6 (15)                           LT        -         1         1,00
@Streak SRM-6 (15)                           RA        -         1         1,00
@Streak SRM-6 (15)                           LA        -         1         1,00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 33
3j         9       9       3       0      4     2   Structure:  5
Special Abilities: OMNI, PRB, RCN, ECM, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: F                                              Cost: 25 972 781
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 3 117

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
    CASE Locations: LT, LA, RA                                             0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Large Pulse Laser                            RT        10        2         6,00
ECM Suite                                    RT        0         1         1,00
Targeting Computer                           RT        -         6         6,00
2 Streak SRM-4s                              LT        6         2         4,00
Gauss Rifle                                  RA        1         6        12,00
Gauss Rifle                                  LA        1         6        12,00
@Streak SRM-4 (25)                           LT        -         1         1,00
@Gauss Rifle (16)                            RA        -         2         2,00
@Gauss Rifle (16)                            LA        -         2         2,00
                                            Free Critical Slots: 16

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 31
3j         6       7       5       0      4     0   Structure:  5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: G                                              Cost: 26 089 781
Tech Rating/Era Availability: F/X-X-E-A                       BV2: 2 938

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   0,00
Heat Sinks:         Double Heat Sink             24(48)                   13,00
    Heat Sink Locations: 3 LT, 2 RT, 3 LA, 3 RA, 1 LL, 1 RL
    CASE Locations: LT, RT                                                 0,00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Active Probe                                 HD        0         1         1,00
Flamer                                       CT        3         1         0,50
Flamer                                       RT        3         1         0,50
2 LRM-5s                                     RT        4         2         2,00
ECM Suite                                    RT        0         1         1,00
2 LRM-5s                                     LT        4         2         2,00
2 Large Pulse Lasers                         RA        20        4        12,00
2 Large Pulse Lasers                         LA        20        4        12,00
@LRM-5 (24)                                  RT        -         1         1,00
@LRM-5 (24)                                  LT        -         1         1,00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 29
3j         6       6       6       0      4     0   Structure:  5
Special Abilities: OMNI, PRB, RCN, ECM, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
« Last Edit: February 01, 2019, 01:05:51 AM by Ice Hellion »
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #38 on: January 31, 2019, 09:44:59 PM »

Very good Ice, everybody is in before the end of the month. Still one more day left for revisions, additions, and anyone else wishing to jump in. ;)
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Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #39 on: February 02, 2019, 11:09:16 AM »

Okay folks the contest for the Turkina is concluded.

I am still evaluating the Executioner currently and will be writing up our final OmniMech upgrade contest which I am sure you are all anxiously anticipating. ;)
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drakensis

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #40 on: March 16, 2019, 03:22:25 AM »

Any progress on judging this and the Dire Wolf? I know it's not a quick process.
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Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #41 on: March 16, 2019, 07:26:25 AM »

I am very sorry to report that I have made little progress in judging the Executioner (although everything is on graph paper here), the Turkina, and the Dire Wolf.

All my Battletech time has been dedicated to the Battle of Sadurni which kicks off in a few hours. After that I plan on getting back to these three contests for evaluation.

My sincere apologies to you and all the designers out there who are looking forward (as am I) to the conclusion of this endeavor. I'll make it a point to get the Executioner done by the end of this month.
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marauder648

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #42 on: March 19, 2019, 03:36:09 AM »

Ya don't need to appologise mate, as long as you're okay :)
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Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #43 on: March 19, 2019, 04:03:09 PM »

I am as okay as can be expected my friend!

Got a lot of work done on the Executioner today, hoping to have that review up soon. Probably tomorrow or Thursday.
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Takiro

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Re: Quicksilver Upgrades #33: Turkina ( ) 95 tons
« Reply #44 on: May 30, 2019, 04:19:19 PM »

Alrighty folks, finally got some time to go over this contest and let us get down to the numbers. We had four canon variants which of course were pre-Quicksilver Upgrade so suffered from a four-ton Double Heat Sink bloat. Our six master designers came up with forty-four different entries that were a little thinner then the original big bird. As before the canon entries will set the bar for the first few configurations with the remaining six going in their new directions.

First up was the InnerSphere Name bonus point to and I’d like to start out by thanking Vintion2 who proposed several apt Norse names for the new Falcon OmniMechs during the Fire Falcon upgrade competition. His idea for the Odin here made a lot of sense being just about the largest and lead to my variation on that theme, the Wotan. Four of the six designers choose to follow the Wotan concept and for you to win I was looking for something more. A concept outside of my own that Wotan was another name for Odin and that the name was also the Falcon OZ capital. I felt that it was still a little too early for the Olivetti factory on Sudeten to be cranking out Turkina’s according to marauder648. Going with the Nidhoggr instead drakensis used much the same pretext with his fluff but again a bit too early. Of course, Bradshaw had to be different and his dual Axotol/Jotunn designators were pretty solid. I liked the fact that the Falcons approved of the Wotan designation which was masterarminas little hook. Abele mixed in his own original designation the ‘Draka’ being overruled by LIC which was pretty solid. Ice Hellion’s story about Mechwarrior Kipps damaged Turkina berserker like rage on Tukayyid won my top spot here for the Wotan and in addition to the reasons already given the Wotan it shall be. Point to Ice Hellion!

Next up is our bonus point for fluff and I felt that drakensis was the thinnest here even though Bradshaw’s skimp on extra design musings continued for this design as well. I liked his notable warriors’ bit along with generic bits on the Turkina though he lacked configuration details. There drakensis beats you with little snip its about why his variants exist. Mentioning the Trial of Restoration was a nice touch by marauder648 and I liked the fact you had a bit of deployment paragraph as well. Always good is masterarminas here once again with his intro beginning at Tukayyid and going through the Quicksilver Trials. Great to see Abele presenting something as I really missed his Scientist inspired fluff from early Quicksilver Contests. I really enjoyed hearing about Chief Designer ‘X’ at Lab ‘Z’ in your stories which also featured notable warriors frequently. I really wish there had been more of this in every contest. Still nice to see here with Senior Scientist Beryl’s early prototype work coming in handy for the Quicksilver Upgrade plus I liked the configuration blurbs. I thought Ice Hellion was ultimately just a little better here as he included a Battle History as well as an Overview, Configuration details, and deployment which was spot on. Well done and bonus point two to Ice Hellion!!

With Primary Configuration having twin ER PPCs to begin with it seemed that many different variants qualified here. While Gauss combos and other variations were available, I wanted to stick with canon as close as possible. This meant retaining an LRM-15 or two but unfortunately for drakensis Prime I agreed with most who found the LB 5-X a bit of a waste. I suppose they did serve to keep the heat down but even canon with its greater integral Double Heat Sinks ran hot (+4 Alpha Strike with no movement). Ice Hellion Prime took a different path swapping the LB 5-Xs for two Large Pulses while downgrading the LRMs to 10 racks. Fourteen additional Double Heat Sinks cool the energy weapons but can’t account for the LRMs or movement. I like the approach however and the ECM is a nice addition as well but ultimately it didn’t make. Abele had something similar with LRM-15s and less Double Heat Sinks so I preferred Ice Hellion’s better. This left marauder648 Prime and Bradshaw Prime as the two entries which I felt improved on canon by replacing the LB 5-Xs with a Gauss Rifle as well as adding Artemis IV FCS to the LRMs improving their accuracy. The major difference between these top two contenders is another ton of Gauss ammo (24 shots for marauder648) or another Double Heat Sink (7 plus base for Bradshaw). This meant that Alpha Strikes by both were overheat (by 7 for marauder and 5 for Bradshaw) not accounting for movement. As heat efficiency was the biggest factor here to me it was Bradshaw Prime with my top spot up against a very formidable canon base. While canon was one heat point less over then Bradshaw, I felt the missile to hit efficiency and Gauss shot over two LB 5-Xs gained by his variant was an improvement. Point one to Bradshaw!

Alternate A had the twin Gauss Rifles going for it much the same way that Primary meaning a bunch of different challenges qualified here. While there were many double Gauss combinations including ER PPCs, Streak SRMs, ER Larges, and even one with a Targeting Computer only one was really in the same vein as canon A. It paired the Gausses with two LRM-20 racks but thanks to the fifteen integral Double Heat Sinks was a bit inefficient. This hard hitting but oversinked beast could certainly benefit from our slimmer Turkina and that is what marauder648 A did. Without four extra Double Heat Sinks you can do a bunch of stuff like add two Artemis IV FCS, an ER Small Laser, and an Anti-Missile System with a ton of ammunition. This variant generates nineteen heat on a Jumping Alpha Strike and with eleven Double Heat Sinks that means you can exhaust your ammo continuous fire while never once overheating. It’s still a lot closer then the canon variant but is far more effective so the point goes to marauder648!

The basis for Alternate B is an accurate energy boat from canon which features two ER Larges, two Large Pulses, two ER Mediums, and two Medium Pulse Lasers all linked to a six-ton Targeting Computer cooled by an additional fourteen Double Heat Sinks. Backed by marauder648 B as a solid entry I would agree with one exception – the inefficient use of total weapon mass in relation to the Targeting Computer. If it could have twenty-five tons of energy weaponry saving a ton of Targeting Computer for say an ECM then you got me but we can do better. There were three entries that went with a four Large Pulse Laser theme which were still very accurate even though none had Targeting Computers. Bradshaw G with four Streak SRM-6s with only thirty rounds of ammo total and eight additional Double Heat Sinks was the bottom of the barrel here as it couldn’t cool itself as well as the others. I considered Ice Hellion G with four LRM-5s (48 rounds) supplementing the Large Pulses as the winner. Two Flamers, an Active Probe, ECM Suite, and thirteen Double Heat Sinks all rounded out an excellent submission but I ultimately thought masterarminas G with three Medium Pulses and sixteen additional Double Heat Sinks would have been the best LPL config here. All of those were surpassed however by Abele B who’s unique four ER Large Laser approach tied to a five ton Targeting Computer along with four Medium Pulses as a better variant. A Streak SRM-4 (25 rounds) along with fourteen Double Heat Sinks rounded out this second-place finisher. Ultimately Bradshaw B who retained the twin ER Larges and twin Large Pulses tied to a four ton Targeting Computer as his core won the day. With room for two Streak SRM-6s supplied by thirty rounds of ammunition you have a highly accurate loadout which is gonna hit someone hard. Also, an ECM Suite was added to protect the high accuracy electronics which themselves were supplemented by an Active Probe. A dozen additional Double Heat Sinks allow this new Configuration B to fire its main weaponry and run constantly which when combined by the nature of the Streaks creates a very heat friendly variant. Point two to Bradshaw!!

Our final canon pace setter is Alternate C which features a LB 20-X Autocannon and is an excellent anti-infantry fighter. Crowd control is supplemented by two Large Pulse Lasers, Streak SRM-6 with 15 reloads, two Medium Pulses, two Machine Guns with one hundred shots, two Flamers, two Anti-Personnel Pods, an Active Probe, and six additional Double Heat Sinks. Now running Alpha Strikes will get you into trouble so you can’t fire everything all the time but still an effective configuration. Especially when you take into account the need to control the Occupation Zone which the Falcons face currently. While Abele F fits the bill here its other weapon systems placed into another category which you will all see later on. Only Ice Hellion failed to submit a design based on the biggest LB-X AC around and that of course is his prerogative. Abele C drops the Large Pulses for a hard hitting LRM-20 and ER PPC as well as an ER Large. Adding a ton of LB 20-X AC ammo it also features twin ER Mediums. While it lacks point defense weapons it does have an ECM Suite and an Active Probe. One of the problems I have with this layout is with only eight additional Double Heat Sinks it really can overheat quickly. Bradshaw C adds two Double Heat Sinks and a Small Pulse while dropping the old point defense weaponry of Canon C which is good but it loses something without those little weapons. Fiddling with mix was also the theme of masterarminas D who swapped a Large Pulse for an LRM-10 with Artemis and added a Streak SRM-6. He also changed out the Machine Guns for twin Small Pulses as well as going for an Anti-Missile System over A-Pods. Plus, he had an ECM Suite and Active Probe along with five additional Double Heat Sinks. While more ammo reliant this close second place finisher was a little less of an infantry killer and more an active combatant. The entry I liked best was a simple adjustment on canon from marauder648 C. Removing the leg mounted A-Pods for an eighth additional Double Heat Sink allows you to fire everything with little risk of overheating. Very effective improvement in my opinion. Point two for marauder648!!

Departing canon at Alternate D we featured Long Range Missile Boats submitted by each challenger to determine the very best in that role. First up is drakensis B with 6 LRM-15s (96 rounds) all linked to Artemis IV FCS. Sixteen rounds of constant fire are pretty good and three ER Mediums for backup isn't bad but with only four additional Double Heat Sinks you have to watch out. I really want something that could fire its main LRM payload continuously here. I think masterarminas B with the same LRM loadout did a better job with more Double Heat Sinks but only had a single ER Medium to back it up. I respect Abele D because he really went for it here. Four LRM-20s (72 rounds) linked to their own Artemis IV FCS are further supplemented by an ER Large. Unfortunately, with only four additional Double Heat Sinks you can't fire all that long-range firepower. Bradshaw D tripled the amount of ER Larges and reduced the four LRM racks to 15s (64 salvos) linked to Artemis IV FCS. Nice idea but eight additional Double Heat Sinks are not enough to cool the firepower generated. The second-best approach was marauder648 H whose six LRM-15s were all linked to an Artemis IV FCS. An impressive fourteen tons of LRM ammo (112 rounds) and five additional Double Heat Sinks gives him the ability to fire continuously for eighteen turns, wow. But it was the bracket fire by Ice Hellion D that won me over here. Six LRM-15s (64 rounds) linked to Artemis IV FCS were paired wonderfully with six ER Mediums. This approach means that five additional Double Heat Sinks can cool either the long-range missile fire or the shorter-range laser fire. I really like the pairing so design point one to Ice Hellion!

Alternate E went the other extreme featuring Short Range Missile Boats which had four or more of those racks. There were four entries including Abele E which featured four Streak SRM-6 (60 salvos) which were somewhat secondary to the twin LB 10-X AC (60 shots). These weapons along with two Medium Pulses have no additional Double Heat Sinks but they would do a great job at tearing up mid-range enemies. Ice Hellion E paired six Streak SRM-6s (60 salvos) with twin ER PPCs for a nice punch but even with ten additional Double Heat Sinks can't deal with all that heat. Bradshaw G went with four Streak SRM-6s (30 salvos) and four Large Pulses for maximum accuracy but with only eight additional Double Heat Sinks can't handle the heat. But even the best entry in my opinion couldn't. Bradshaw E had eight Streak SRM-6s (120 salvos) and four Medium Pulses which makes for a tremendous short-range platform. Six additional Double Heat Sinks cooled all the potential SRM fire which was good enough for me. Design point three for Bradshaw!!!

Ultra AC/20s variants squared off for supremacy in for our new Alternate F. Leading off with Ice Hellion B most applicants tried to double down with two Ultra AC/20s (20 shots) but he had longer range supplementation with an ER Large, two LRM-10s (24 salvos) as well as some electronic assistance from an ECM Suite and an Active Probe. Five additional Double Heat Sinks do cool effectively on single fire mode but rapid fire places you at risk of not only overheating but running out of ammo. The rest of our entries averaged fifteen shots per canon not just ten so that gave them the edge Ice. Pairing his big guns with two Streak SRM-6s and eight additional Double Heat Sinks drakensis C is a close-range terror that to me has little drawback as a running Alpha Strike results in neutral heat conditions. A single ER PPC cooled by ten additional Double Heat Sinks was marauder648 E try but drak’s was a bit better for twin Ultra/AC carriers. Then along came Abele F which paired a single Ultra AC/20 (15 shots) with a single LB 20-X AC (15 shots). I have grown to like this big AC pairing as each weapon can complement the other and provide excellent firepower. These big guns are backed up by a Large Pulse, two ER Mediums, an ECM Suite, and an Active Probe. Additional cooling is provided by six Double Heat Sinks which really gets into trouble on double taps from the Ultra AC. I like it, design point one to Abele!

Alternate G could be called ‘Gun’ for all its Autocannon competitors or ‘Generalist’ for its ultimate winner. There were four Small Caliber Autocannons which include Bradshaw F [4 LB 5-X ACs (120), 4 ER Mediums, 2 Medium Pulses, 4 DHS] and drakensis Prime [ER PPC, 4 LB 5-X ACs (40), Targeting Computer (7 ton), ECM Suite, Active Probe, 2 A-Pods]. I found both of those somewhat lacking in firepower even though they had good overall range and low waste heat. I also considered Canon Prime [2 ER PPCs, 2 LRM-15s (24), 2 LB 5-X ACs (40), 8 DHS] here again but thought that masterarminas Prime [2 Large Pulses, 2 LRM-10 (48) with Artemis, 2 Ultra AC/5s (80), 5 DHS] had the best innovative Ultra AC/5 approach here. There were also four Autocannon 10 entries to consider here as well. Abele H [Ultra AC/10 (60), 4 ER Mediums, 2 Medium Pulses, Targeting Computer (6 tons), ECM Suite, 4 DHS] was the only one to feature the Ultra AC/10 unfortunately. I would have liked to have seen more configurations sporting this weapon system but alas. Both marauder648 D [2 LB 10-X ACs (40), 2 ER Larges, 3 SRM-6s (45), ER Small, 6 DHS] and Abele E [2 LB 10-X ACs (60), 4 Streak SRM-6s (60), 2 Medium Pulses] featured twin LB 10-Xs which weren’t bad but I liked Abele G [LB 10-X AC (20), LRM-15 (24) with Artemis, ER Large, Large Pulse, SRM-6 (30) with Artemis, Medium Pulse, Small Pulse, Flamer, Anti-Missile System (24), 7 DHS] the best. It featured a little bit of everything and kind of reminded me of what a Clan Albatross could be. Point two to Abele!!

The twin ER PPC and dual Gauss combos which can headcap you four times a turn was my chosen theme for Alternate H. The first to submit one of these monsters was drakensis A who paired these four big guns with two Small Pulse Lasers and four Double Heat Sinks. Not bad but I would prefer the ability to fire the main armament continuously to a pair of anti-infantry weapons. Ice Hellion C with five Double Heat Sinks and an ECM Suite was a bit better in this respect but masterarminas A was perfect with six Double Heat Sinks. For sixteen straight turns this model can run and fire everything making it my pick for the new Turkina H. Point to masterarminas!

Alternate I left with me with a real mixed bag from a few unique configurations squaring off against the second-place finishers from other contests above. There were two Single Gauss-ER PPC combos which paired those big guns with two LRM-15s tied to an Artemis. Ice Hellion A had less missile ammo and two ER Mediums with an ECM than masterarminas F which I liked better with more missiles and one less Double Heat Sink. Then there were four other Gauss configurations which range from Abele A [2 Gauss (48), 2 Streak SRM-6s (30), 2 ER Mediums, 2 Medium Pulses, ER Small, ECM Suite], to Bradshaw A [2 Gauss (32), 2 ER Larges, LRM-15 (16), Flamer, 4 DHS], to marauder648 G [Gauss (24), 2 Large Pulses, 3 SRM-4s (50), 4 ton Targeting Computer, ECM Suite, 7 Double Heat Sinks] with Ice Hellion F [2 Gauss (32), Large Pulse, 2 Streak SRM-4s (25), 6 ton Targeting Computer, ECM Suite] being the best IMO. There were two entries which featured Four Large Pulses which included Ice Hellion G [4 Large Pulses, 4 LRM-5s (48), 2 Flamers, Active Probe, ECM Suite, 13 DHS] and the slightly better masterarminas C [4 Large Pulses, 3 Medium Pulses, 16 DHS]. Another possible was Abele B which featured four ER Larges, four Medium Pulses, Targeting Computer (5 tons), Streak SRM-4 (25), and. 14 DHS. Ultimately, I thought marauder648 F which itself was a variant of the Primes was the best fit here as our tenth variant. Two ER PPCs and an LRM-15 (16 rounds) linked to an Artemis IV FCS are retained while two Streak SRM-6s (30 rounds), four Medium Pulses, and a Flamer add a more significant short-range bite. While eleven Double Heat Sinks can not hope to cool all this weapon fire the arsenal can be utilized smartly to give add something to the Turkina’s overall capabilities in battle. Point three to marauder648!!!

After adding up all the points we have a three-way tie for first place here folks as Ice Hellion, Bradshaw, and marauder648 all managed to score three. Abele was close to with two points followed by masterarminas with one which means unfortunately drakensis got shutout. Very unusual for our points leader but I suppose we cannot win them all. The good news is you guys once again shutout canon here and that is impressive cause of the Turkina’s relative newness. A great contest gang. Sorry it took so long to review. Now onto the final Quicksilver OmniMech Upgrade review!
« Last Edit: May 31, 2019, 08:30:36 AM by Takiro »
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