Colt Training Tank
Mass: 35 tons
Tech Base: Clan
Motive Type: Wheeled
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: F/X-X-E-A
Production Year: 0
Dry Cost: 787,446 C-Bills
Total Cost: 880,446 C-Bills
Battle Value: 778
Power Plant: 155 Fuel Cell Engine
Cruise Speed: 54.0 km/h
Flanking Speed: 86.4 km/h
Armor: Standard Armor
Armament:
1 Large Chem Laser
1 LRM-10
1 AP Gauss Rifle
1 Unknown Targeting Computer
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
Overview:
Rarely seen by opponents of the Hell's Horses, yet known near ubiqiously by one
and all within it's Touman, the Colt has become the primary 'beginners'
training unit by which tank crews cadets learn to work together, and which
prospective mechwarriors first learn the sting from lasers and missiles before
ever facing 'true' BattleMechs, let alone an OmniMech, while in training.
Capabilities:
Surprisingly mundane considering what one would normally expect from the Clans,
the Colt is about as stripped down and basic of a design as you can get. Usage
of the chemical laser is meant to be two-fold. The first is to practicality, in
using up some of the generous stockpile of chemical lasers the Horses have
built up over the last fifty-odd years. The second is to teach sibko cadets
that it is better they quickly learn to pick and choose their shots with care,
rather than waste energy - and reveal their locations early - via blazing away
with far more advanced lasers found on frontline combat vehicles.
One concession to this, is that the laser is tied directly to an enhanced fire
control system normally seem only on the most advanced units. This is actually
much more of a training aid than anything else, as it has deliberate cut-offs
built into it that Sibko trainers can add at any time. Generally this is done
incrementally over the course of years as the sibko ages and learns experience,
and is generally completely cut-out during their final year of training.
However it can, and has been used out of the blue to represent damage done to
the tank while still early in training, as a kind of stress test, or if a sibko
crew is felt to need to be mildly disciplined, a trainer might very well crank
the cut-outs to the maximum while putting them through gunnery course now all
but effectively impossible for them now to complete.
A standardized long range launcher sits next to the main gun in the usual
slightly cranked upwards firing position, but otherwise is nothing really to be
concerned about. Although the slightly more generous than usual ammunition bin,
does hint towards alternative warhead types that can be swapped in and out
during an exercise.
Just about the only truly interesting item of note on the Colt, beyond it's
fire control, is the mounting of an anti-personnel Gauss rifle, rather than the
usual large bore machineguns carried. This is due to the Horses extreme
fondness for the weapon, which has come to dominate their
anti-personnel/anti-battle armor tactics to the point many older designs have
been refitted entirely to use one or more. It seems the Horse Khans have taken
to the idea of instilling the proper training to use one at the earliest
possible moments, as their are some rather pointed differences between the two
weapon types.
Battle History:
Considered not even worthy to be utilized in secondline units, these are
normally only ever seen deep within Hell's Horses' territory, or with the
lowest dregs of sohlama crews desperate for one last glorious fight that might
at least see some of their genes be carried on to the next generation.
Considering the Colt's miniscule costs, along with the ease they can either be
repaired or outright replaced, it makes since - from a Clan perspective that is
- for them to be expended in such a manner.
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Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 20 points 3.50
Engine: Fuel-Cell Engine 155 7.00
Cruise MP: 5
Flank MP: 8
Heat Sinks: Single Heat Sink 1 0.00
Control Equipment: 2.00
Lift Equipment: 0.00
Turret: 1.00
Armor: Standard Armor AV - 120 7.50
Armor
Factor
Front 29
Left/Right 24/24
Turret 24
Rear 19
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Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Large Chem Laser T 6 1 5.00
AP Gauss Rifle T 1 1 0.50
LRM-10 T 4 1 2.50
Targeting Computer BD - 1 2.00
@AP Gauss Rifle (40) BD - 0 1.00
@LRM-10 (12) BD - 0 1.00
@Large Chem Laser (20) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 8
5w 2 2 1 0 1 0 Structure: 2
Special Abilities: CASE, EE, TUR(2/2/1), IF 1