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Great Turtle GTR-1

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Tech
Inner Sphere
Mass
100t
Rules
Experimental
Cost
13.63M C-bills
Move
Armor
323 pts

Medium X-Pulse Laser ×3Large X-Pulse Laser

Great Turtle GTR-1 line art

Art © The Topps Company · Catalyst Game Labs

Technical Readout: TR:3055U · Record Sheets: RS:3055Uu

Compare this unit
SkillPVSkill 0 124Skill 1 110Skill 2 96Skill 3 82Skill 4 68Skill 5 61Skill 6 54Skill 7 47Skill 8 40

Availability by era

6 eras · 1 faction

GunPilotAdj BV
G017,281
G126,367
G235,295
G344,161
G453,152
G562,711
G672,427
G782,143
G882,017

Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.

Recognition notes

The Great Turtle GTR-1 is a 100-ton juggernaut that fights close in, cruising at a sluggish 32 km/h and topping out near 54, with a single jump carrying it 90 metres. Its firepower is built entirely around pulse optics: a large X-pulse laser in the right torso, a pair of medium X-pulse lasers in the left torso, and a third medium X-pulse laser mounted in the head. A targeting computer in the right torso backs the array, and hardened armor plating over an endo steel frame makes the type notably hard to bring down for its class. Vining Engineering and Salvage Teams builds it at Solaris VII.

Armor & loadout

GREAT TURTLE GTR-1
Energy
Weapon / EquipmentLocQtyAmmo
EnrHD · LT ×23
EnrRT1
electronicsTargeting ComputerISRT

Great Turtle variants (2)

GTR-1 current variant Introduced 3067 Battle value 3,152 Point value 68
GTR-2 Introduced 3068 Battle value 2,355 Point value 49
All 2 Great Turtle variants