Trebuchet TBT-CH-Lucky 7S
Base Tech Level: Standard Mixed (Base Clan)
Level Era
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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
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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
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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
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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
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Artemis V FCS RT
Artemis V FCS LT
Artemis V FCS LA
CASE II RT
CASE II LT
Quirks
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Easy to Maintain
Fast Reload
Weapon Quirks
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MML 7 (LT): Accurate Weapon
MML 7 (RT): Accurate Weapon
MML 7 (LA): Accurate Weapon
#Trebuchet - Lucky 7S
1 messages · Page 1 of 1 (latest)
I'd recommend balancing positive quirks with negative quirks, though that's not required.
i mean the two are from the chassis itself, but ill balance the accurate weapons with something
Well, weapon quirks are also tied to the machine
i wish meklab showed the points for each of the quirks so i dont have to go back and forth
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
I think there's an issue open for that
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
Which is balanced with the Design Quirk trait in the RPG-scale rules, if you care to use those
the accurate weapons being this particular machine. also RPG scale rules?
A Time of War
They're making a new edition to replace that soon, I hear
Some quirks are pretty much specifically meant for that, as Campaign Operations says:
well the total for this one is +5, so i think id be in range for that unless im understanding those rules wrong
Sure
Ultimately what really matters is whether everyone involved agrees to allow it
for sure, if they even play with quirks, the group im with doesnt yet and probably wont for a while
but what do you think of the weapons of choice and the name, kinda like a slot machines with lucky 7s
It definitely works
Actually, switch to ClanTech ER Medium Lasers: they do 7 damage
they are, some reason it desont specify it
Sorry, realized that after I sent it
It's because the base is "Mixed (Clan)", so IS is specifically noted rather than the other way around
3 7 damage lasers, 3 7 missile launchers
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.
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
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
that definitely works
but with 20 shots total for each launcher its pretty good on ammo
Are Coolant Pods available in 3080?
I tend to be decently heat adverse tbh, I'll push 4 heat at most most of the time
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
Sure, but that's later
run 2 + missiles 3x4 + two laser 2x5 =24, then remove one laser after to decrease heat by one each turn
yeah that works
and even if RHSK isnt availabe, im still never touching colant pods
If you're using the RHS every other turn, it'll take eight turns to break even with the mass of coolant pods
So coolant pods are surprisingly viable
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
Canonically speaking, you often have to replace coolant anyway
Though we don't have hard numbers on how much that takes
plus itll probably use it for whenever i have a streak missile build too, definitely gonna use them there
I do love Streaks
otherwise ill just mount enough heat sinks and mount a balanced loadout to help manage heat
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
I usually test designs with 1v4 MegaMek fights, especially for heat
how i test them is in our group with 1v1s, sometimes lance versus lance if theres enough or theres ones using C3i
I want to see how things fail: it's generally more useful than seeing how they succeed
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
Wrong thread