BattleMech Technical Readout
Name/Model: Trebuchet TBT-5J
Designer: Catalyst Game Labs
Source(s): Record Sheets: Succession Wars
Record Sheets: 3039 Unabridged
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 50
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2850
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 4,338,500 C-Bills
Battle Value: 1,191
Chassis: Standard
Power Plant: 250 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 LRM 15
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Equipment Mass
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Internal Structure: Standard 5.00
Engine: 250 Fusion 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 15 5.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 128 8.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 22
Center Torso (rear): 7
R/L Torso: 12 15
R/L Torso (rear): 5
R/L Arm: 8 10
R/L Leg: 12 15
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 0.50
LRM 15 RT 3 7.00
LRM 15 (Ammo 8) RT 1 1.00
2 Medium Lasers RA 2 2.00
Medium Laser LA 1 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 30
TP: BM, SZ: 2, TMM: 2, MV: 10"j
Damage: (S) 2 / (M) 3 / (L) 1, OV: 0
Armor (A): 4, Structure (S): 4
Specials: IF1
Distribution
Name/Model: Trebuchet TBT-5J
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Medium Laser
5. Medium Laser 5. Sensors 5. Medium Laser
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1.LRM 15
2. Heat Sink 2. Fusion Engine 2.LRM 15
3. Heat Sink 3. Fusion Engine 3.LRM 15
4. Heat Sink 4. Gyro 4. LRM 15 (Ammo 8)
5. Heat Sink 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Trebuchet TBT-5J
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
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Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 128 x 2.5 x 1 320.000
Internal Structure (Standard w/ Fusion Engine): 83 x 1.5 x 1 x 1 (+) 124.500 = 444.500
Gyro (Standard): 50 x 0.5 (+) 25.000 = 469.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 454.500
Defensive Movement Factor: +3 (*) 1.30 = 590.850
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Final Defensive Battle Rating: 590.850
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 15 (Heat Sinks) - 5 (Movement) - 14 (Weapons) = 2
Offensive Equipment:
LRM 15 136.000
Medium Laser (+) 46.000 = 182.000
Medium Laser (+) 46.000 = 228.000
Medium Laser (+) 46.000 = 274.000
LRM 15 (Ammo 8) (+) 17.000 = 291.000
Total 'Mech Tonnage: (+) 50.000 = 341.000
Speed Factor: 8 (Run) + 3 (Jump) (*) 1.760 = 600.160
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Final Offensive Battle Rating: 600.160
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 590.850
Offensive Battle Rating: (+) 600.160 = 1,191.010
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Final BattleMech Battle Value: 1,191
Alpha Strike Conversion
Name/Model: Trebuchet TBT-5J
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
====================================================================================================================================
Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 50 (greater than or equal to 40 and less than 60) = 2
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Final Weight/Size Class: 2
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Convert Movement and Movement Modes
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Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 5 (Jump) = 10"j
Jumping Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 10"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
15 (Heat Sinks) = 15
5 (Movement) + 14 (Weapons) - 4 (Base) (-) 15 = 0
Offensive Equipment: = 0.000
LRM 15 [Insufficient Ammo] (+) 0.338 = 0.338
Medium Laser (+) 0.500 = 0.838
Medium Laser (+) 0.500 = 1.338
Medium Laser (+) 0.500 = 1.838
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.9
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Final Short Range Damage Value: 2
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
15 (Heat Sinks) = 15
5 (Movement) + 14 (Weapons) - 4 (Base) (-) 15 = 0
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
LRM 15 [Insufficient Ammo] (+) 0.675 = 2.175
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
15 (Heat Sinks) = 15
5 (Movement) + 5 (Weapons) - 4 (Base) (-) 6 = 9
Offensive Equipment: = 0.000
LRM 15 [Insufficient Ammo] (+) 0.675 = 0.675
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.7
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 128 armor points x 1 128.000 = 128.000
Armor Factor Conversion (/) 30 = 4.267
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Final Armor Value: 4
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Convert Structure
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Engine: Inner Sphere Fusion on a 50 ton BattleMech = 4.0
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Final Structure Value: 4
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Determine Special Abilities
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Unit is equipped with forward facing weapons capable of firing indirectly = IF1
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 2 (Short) + 3 (Medium) + 3 (Medium) + 1 (Long) = 9.000
Unit Size Factor 2 (Weight/Size Class) / 2 (+) 1.000 = 10.000
Overheat Factor 0 (Overheat) (+) 0.000 = 10.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 11.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.000
Defensive Interaction Rating:
Armor Factor 4 (Armor) x 2.0 (Non-Vehicle Unit) = 8.000
Structure Factor 4 (Structure) x 1.0 (Other Unit) (+) 4.000 = 12.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 14.400
Final DIR Round to nearest half point = 14.500
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 14.500 = 16.250
Unit's Final Point Value:
Offensive Value = 11.000
Defensive Value (+) 16.250 = 27.250
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 30.250
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Final Point Value: 30
Cost Breakdown
Name/Model: Trebuchet TBT-5J
Technology: Inner Sphere
Tonnage: 50
Configuration: Biped BattleMech
===================================================================================================================
Structural Cost
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Armor (Standard): (128 pts) 8.0 x 10,000 80,000.00
Internal Structure (Standard): 50 x 400 x 1 (+) 20,000.00 = 100,000.00
Myomer (Standard): 50 x 2,000 (+) 100,000.00 = 200,000.00
Engine (Fusion): (5,000 x 250 x 50) / 75 (+) 833,333.33 = 1,033,333.33
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 1,933,333.33
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,133,333.33
Life Support: 50,000 (+) 50,000.00 = 2,183,333.33
Sensors: 50 x 2,000 (+) 100,000.00 = 2,283,333.33
Heat Sinks (Single): 5 x 2,000 (+) 10,000.00 = 2,293,333.33
Arm Actuators: 50 x ((100 x 2) + (50 x 2) + (80 x 1)) (+) 19,000.00 = 2,312,333.33
Leg Actuators: 50 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 35,000.00 = 2,347,333.33
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Total Structural Cost: 2,347,333.33
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Weapons and Equipment Cost
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Jump Jets 50 x (5 x 5) x 200 250,000.00
LRM 15 175,000 (+) 175,000.00 = 425,000.00
LRM 15 (Ammo 8) [Empty Bin] 0 (+) 0.00 = 425,000.00
Medium Laser 40,000 (+) 40,000.00 = 465,000.00
Medium Laser 40,000 (+) 40,000.00 = 505,000.00
Medium Laser 40,000 (+) 40,000.00 = 545,000.00
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Total Weapons and Equipment Cost 545,000.00
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BattleMech Cost
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Structural Cost: 2,347,333.33
Weapons and Equipment Cost: (+) 545,000.00 = 2,892,333.33
BattleMech Cost Multiplier: 1 + (50 / 100) (*) 1.50 = 4,338,500.00
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Final BattleMech Cost 4,338,500.00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
from a message board thread:
TBT-5J - The Marik variant. The J is for jump jets. By halfing the no of LRMs, the Trebuchet becomes slightly more resilient, jumps 5 hexes and loses the need to bracket-fire (it gains 5 HS).
This means that it now is a true SKIRMISHER - a jack of all, master of none. Annoying at all ranges, but no real threat.
The problem I see here is that there are already a *lot* of designs that fulfill that role, anyways. It is no better than a lot of them.
I've never used it (BV is way too high, thanks to the good heat dissipation and JJ).
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Member Review - Sleeping Dragon : 25-Sep-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
I don't know who made this modification, but it seems pretty stupid. Putting away a half of long range firepower, the only thing that made the mech interesting IMO, for jump jets just produced something that may be replaced by a Valkyrie (unfortunately the mech is a creation of FWL, so this may be the only mech they have). I think that the main problem lies in the number of heat sinks carried. It's nice when you can fire the lasers and run, but I would rather drop at least one HS for ammo (some armor would be handy, but 8 tons are sufficient), so that the mech can stand away and fire, instead of just softening up the enemy and than trying to kill it with laser fire. If I'll ever need a fast, jumping, long range firepower, than I'll take a Griffin, or 5N TBT if the JJs aren't necessary. Not bad, but not too outstanding either.
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Member Review - Rudel Gurken : 20-Oct-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
The JJ´s give it a very good mobility and the added heatsinks allow it to use them.
But on the other side there is only half the longrange firepower with the same poor endurance!
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Member Review - Blackhand : 18-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
This mech gives up a lot to get jump jets. Yet at the same time it makes it stay above average because 5/8/5 is a respectable medium mech speed.
So it can run and gun with the line mechs fairly well. Just remember that all you've got is 8 reloads so make those shots count. Because after those are fired off you better be at a point blank range and trying the physicals.
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Member Review - -Mud : 07-Mar-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Loosing half of this 'mech's long range firepower for jump jets was not a particularly good trade. It's also a bit heavy on the heat sinks; only rarely are you going to fire all of those lasers and fire the LRMs on the same round. The Jump Jets let it bounce around a bit, but the weapons are not a major threat.
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