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Combat Vehicle Technical Readout
Name/Model: Giant Snapping Turtle "Export" GST35-E
Designer: Kalyxa-5
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 35
Role: Juggernaut
Configuration: Combat Vehicle
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 568,688 C-Bills
Battle Value: 579
Movement Type: Tracked
Power Plant: Ace-35 Resilience Model-2 105 Internal Combustion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard with CASE
Armament:
1 LRM 10
1 SRM 4
1 Machine Gun
Manufacturer: The State (Kalyxa-5)
Primary Factory: State Production Plant
Communications: Nexus Comms-Array
Targeting & Tracking: Target Acquisition Suite
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Overview:
The GST35-E Giant Snapping Turtle was engineered to fulfil a strategic requirement for the
State: a durable, affordable combat vehicle capable of long-term deployment with a minimal
logistical footprint. Designed directly by the central authorities on Kalyxa-5, the
vehicle's primary directive is high accessibility and ease of maintenance. To achieve this,
State engineers eschewed complex technologies in favor of reliable, universally recognized
Inner Sphere standards. This strict design philosophy makes the Giant Snapping Turtle easy
to repair using components and spare parts found commonly across the Inner Sphere. Because
maintenance does not rely on specialized supply lines from Kalyxa-5, the combat vehicle has
become a highly successful export model for the regime. The State frequently supplies the
vehicle to strategic allies and various Inner Sphere factions seeking a cost-effective
combat vehicle.
Capabilities:
To ensure seamless integration into foreign arsenals and simplify replacement logistics, the
vehicle’s offensive capabilities are modeled directly after common Inner Sphere weapon
systems. For long-range engagement, the turret houses the LRM 10, allowing the vehicle to
provide fire support or soften targets as they approach. The SRM 4 delivers excellent punch
against weakened armor plates. A single, Machine Gun provides vital anti-infantry defense.
Protecting the crew is an impressive 10.5 tons of Standard armor. This armor
layout—unusually heavy for a 35-ton light combat vehicle—allows the "Snapping Turtle" to
live up to its name, absorbing punishing enemy fire while keeping the crew secure. A small,
dependable engine was used in order to accommodate the armor and weapon systems. This trade
off was deemed acceptable as the Giant Snapping Turtle was not intended for leading
assaults.
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Equipment Mass
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Internal Structure: Standard 3.50
Engine: 105 Internal Combustion 7.00
Cruising MP: 3
Flanking MP: 5
Heat Sinks (Single): 0 0.00
Control Equipment: 2.00
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 1.00
Armor Factor: 136 8.50
Type: Standard
Armor
Value
Front: 42
R/L Side: 22
Rear: 12
Turret: 38
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Weapons and Ammo Location Tonnage
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LRM 10 Turret 5.00
Machine Gun Turret 0.50
SRM 4 Turret 2.00
CASE Body 0.50
LRM 10 (Ammo 24) Body 2.00
Machine Gun (Ammo 100) Body 0.50
SRM 4 (Ammo 25) Body 1.00
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Alpha Strike Statistics
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Point Value (PV): 21
TP: CV, SZ: 1, TMM: 1, MV: 6"t
Damage: (S) 2 / (M) 2 / (L) 1
Armor (A): 5, Structure (S): 2
Specials: CASE, EE, IF1, SRCH, TUR(2/2/1, IF1)
Alpha Strike Conversion
Name/Model: Giant Snapping Turtle "Export" GST35-E
Technology: Inner Sphere
Tonnage: 35
Configuration: Tracked Combat Vehicle
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Determine Unit Type
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Ground Units: Combat Vehicle = CV
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Final Unit Type: CV
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Determine Weight/Size Class
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Tonnage: 35 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 3 (Cruise) = 6"
Tracked Motive Type = 6"t
Ground Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"t
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Determine Short Range Damage Value
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Offensive Equipment: = 0.000
Machine Gun (TU) (+) 0.200 = 0.200
LRM 10 (TU) (+) 0.300 = 0.500
SRM 4 (TU) (+) 0.600 = 1.100
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.1
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Offensive Equipment: = 0.000
LRM 10 (TU) (+) 0.600 = 0.600
SRM 4 (TU) (+) 0.600 = 1.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.2
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Offensive Equipment: = 0.000
LRM 10 (TU) (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 136 armor points x 1 136.000 = 136.000
Armor Factor Conversion (/) 30 = 4.533
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Final Armor Value: 5
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Convert Structure
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Standard: 20 structure points 20.000 = 20.000
Structure Conversion (/) 10 = 2.000
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Final Structure Value: 2
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with an Internal Combustion engine = EE
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
Unit is a Combat Vehicle = SRCH
Unit is equipped with turret mounted weapons = TUR(2/2/1)
Unit is equipped with turret mounted weapons capable of firing indirectly = TUR(IF1)
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 2 (Medium) + 2 (Medium) + 1 (Long) = 7.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 8.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 8.000
Defensive Interaction Rating:
Armor Factor 5 (Armor) x 1.8 (Tracked) = 9.000
Structure Factor 2 (Structure) x 1.0 (Other Unit) (+) 2.000 = 11.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 12.100
Final DIR Round to nearest half point = 12.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Final DIR Defensive Interaction Rating (+) 12.000 = 12.750
Unit's Final Point Value:
Offensive Value = 8.000
Defensive Value (+) 12.750 = 20.750
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Final Point Value: 21