#Trebuchet - Lucky 7S

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patent wigeon
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Trebuchet TBT-CH-Lucky 7S
Base Tech Level: Standard Mixed (Base Clan)
Level                Era                    
--------------------------------------------
Experimental         3050+ (Clan Invasion -)
Advanced             -                      
Standard             3080+ (Jihad -)        
Tech Rating: F/X-X-F-E

Weight: 50 tons
BV: 1,623
Cost: 11,847,000 C-bills
Source: (Unknown)
Role: Missile Boat

Movement: 6/9
Engine: 300 XL
Double Heat Sinks: 10 [20]
Cockpit: Standard Cockpit
Gyro: XL Gyro

Internal: 83 (Endo Steel)
Armor: 144/169 (Ferro-Fibrous)
                     Internal  Armor    
----------------------------------------
Head                     3       9      
Center Torso            16       20     
Center Torso (rear)              7      
Right Torso             12       16     
Right Torso (rear)               5      
Left Torso              12       16     
Left Torso (rear)                5      
Right Arm                8       13     
Left Arm                 8       13     
Right Leg               12       20     
Left Leg                12       20     

Weapons            Loc      Heat    
------------------------------------
MML 7 (Q) (IS)      LT        4     
MML 7 (Q) (IS)      RT        4     
MML 7 (Q) (IS)      LA        4     
ER Medium Laser     RA        5     
ER Medium Laser     RA        5     
ER Medium Laser     HD        5     

Ammo                            Loc  Shots  
--------------------------------------------
MML 7 LRM Artemis-capable Ammo   LT    17   
MML 7 LRM Artemis-capable Ammo   RT    17   
MML 7 SRM Artemis-capable Ammo   RT    14   
MML 7 SRM Artemis-capable Ammo   LT    14   

Equipment      Loc  
--------------------
Artemis V FCS   RT  
Artemis V FCS   LT  
Artemis V FCS   LA  
CASE II         RT  
CASE II         LT  

Quirks
------
Easy to Maintain
Fast Reload

Weapon Quirks
-------------
MML 7 (LT): Accurate Weapon
MML 7 (RT): Accurate Weapon
MML 7 (LA): Accurate Weapon
sterile field
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I'd recommend balancing positive quirks with negative quirks, though that's not required.

patent wigeon
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i mean the two are from the chassis itself, but ill balance the accurate weapons with something

sterile field
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Well, weapon quirks are also tied to the machine

patent wigeon
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i wish meklab showed the points for each of the quirks so i dont have to go back and forth

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this is a chimera mimickry (chimera being my personal faction) and they copied the design and made adjustments, but this variant i consider a special variant as well, so i imagine the easy to maintain and fast reloads are kept. thats my logic at least

sterile field
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I think there's an issue open for that

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Well, there's kinda two layers of quirks: there's the ones specific to a variant (which I'd say should be balanced), and there's the ones specific to a single machine

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Which is balanced with the Design Quirk trait in the RPG-scale rules, if you care to use those

patent wigeon
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the accurate weapons being this particular machine. also RPG scale rules?

sterile field
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A Time of War

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They're making a new edition to replace that soon, I hear

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Some quirks are pretty much specifically meant for that, as Campaign Operations says:

patent wigeon
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well the total for this one is +5, so i think id be in range for that unless im understanding those rules wrong

sterile field
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Sure

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Ultimately what really matters is whether everyone involved agrees to allow it

patent wigeon
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for sure, if they even play with quirks, the group im with doesnt yet and probably wont for a while

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but what do you think of the weapons of choice and the name, kinda like a slot machines with lucky 7s

sterile field
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It definitely works

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Actually, switch to ClanTech ER Medium Lasers: they do 7 damage

patent wigeon
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they are, some reason it desont specify it

sterile field
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Sorry, realized that after I sent it

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It's because the base is "Mixed (Clan)", so IS is specifically noted rather than the other way around

patent wigeon
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3 7 damage lasers, 3 7 missile launchers

quartz sage
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Design looks pretty good, runs a bit hotter than I personally would like, but its one of those things where everyone has different amounts of acceptable heat to push.

sterile field
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Just don't carry Infernos

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Most Trebuchets run spicy, so it's reasonable

quartz sage
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yeah like I said, up to personal preference. 7 heat on an Alpha Strike is certainly a bit warm though given all your weapons are usable up close

patent wigeon
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well the ERs are backup in prolonged engagements if it happens, never leave your mech fully dependant on ammo based weapons, but in this design i just fire the missiles and fire one laser, a second to cycle heat

patent wigeon
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but with 20 shots total for each launcher its pretty good on ammo

sterile field
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Are Coolant Pods available in 3080?

quartz sage
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I tend to be decently heat adverse tbh, I'll push 4 heat at most most of the time

sterile field
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It depends

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You want to avoid overheating most of the time

patent wigeon
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yes, but thats a ton, i dont use them cause of its OS nature, id prefer radical heat sink kit instead if a desgin needs it

sterile field
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Sure, but that's later

patent wigeon
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run 2 + missiles 3x4 + two laser 2x5 =24, then remove one laser after to decrease heat by one each turn

patent wigeon
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and even if RHSK isnt availabe, im still never touching colant pods

sterile field
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If you're using the RHS every other turn, it'll take eight turns to break even with the mass of coolant pods

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So coolant pods are surprisingly viable

patent wigeon
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well obviously not this design, but i still prefer RHS for its reusability over prolonged engagements, ill bide my time to get a good return or die trying

sterile field
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Canonically speaking, you often have to replace coolant anyway

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Though we don't have hard numbers on how much that takes

patent wigeon
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plus itll probably use it for whenever i have a streak missile build too, definitely gonna use them there

sterile field
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I do love Streaks

patent wigeon
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otherwise ill just mount enough heat sinks and mount a balanced loadout to help manage heat

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most either mount backup lasers, are designed to be range bracketed, or cycle one laser for 1-4 extra heat, thats how i approach heat management in production

sterile field
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I usually test designs with 1v4 MegaMek fights, especially for heat

patent wigeon
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how i test them is in our group with 1v1s, sometimes lance versus lance if theres enough or theres ones using C3i

sterile field
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I want to see how things fail: it's generally more useful than seeing how they succeed

patent wigeon
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true, i mean in one game i ran my veron of a centurion and turn three a through armor crit hitting the ammo i put in its legs, thankfully clan case protects not just torso locations so it didnt half me, but i did spend the rest of the game on the ground not risking knocking out my pilot in a 1v1, but ultimately lost that match due to a lucky crit through the leg

sterile field
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Wrong thread