Turkina Turkina Prime- This Mech' can NOT be stopped, by anything less than another Turkina or a larger clan Mech'. Simply indestructible.
In it's prime config the 2 LRM-15s lend it great stopping power at long range, along with 2 LBX-5 which assist nicely and all these long range weapons are topped by 2 ER PPCs! That's for long range. For short range, well, loads of armor and these weapons are Clan, and suffer no minimum range penalties! That means that they're just as effective in short range. To top this all, the 95 ton monster also has jump jets to exploit weak rear armor! You get what I mean by indestructible...


Turkina A
- 2 LRM 20s and 2 Gauss Rifles. Good, but I prefer the ER-PPCs as they have no ammo problems.

Turkina B
- 2 ER Lrg lasers, 2 ER med lasers, 2 lrg pulse lasers, 2 med pulse lasers . And 25 Double heat sinks. And a targeting computer. Ouch.

Turkina C
- 1 LB-20x,1 Streak SRM6, 2 lrg pulse lasers, 2 med pulse lasers, 2 flamers and 2 MGs and 2 A-pods. Anti infantry.


Turkina D
- 1 Gauss Rifle, 2 Streak SRM6s, ER Lrg laser, 2 lrg pulse lasers, 2 flamers. I prefer Prime or A.



Overall Rating: 18 out of 20

Additional Info
Technical Info:
Turkina all variations

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