BattleMech Technical Readout
Name/Model: Bombardier BMB-10D
Designer: Catalyst Game Labs
Source(s): Record Sheets: Succession Wars
Record Sheets: 3039 Unabridged
Record Sheets: 3039
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 65
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2866
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 5,491,310 C-Bills
Battle Value: 1,340
Chassis: KetoBond
Power Plant: Magna 260
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Maximillian 100
Armament:
2 Doombud LRM 20s
1 Hovertech Quad SRM 4
1 Voelkers 200 Machine Gun
Manufacturer: Earthwerks Incorporated
Primary Factory: Calloway VI
Communications: Neil 5000
Targeting & Tracking: RCA Instatrac Mark XII
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Equipment Mass
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Internal Structure: Standard 6.50
Engine: 260 Fusion 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 200 12.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 24
Center Torso (rear): 15
R/L Torso: 15 20
R/L Torso (rear): 10
R/L Arm: 10 20
R/L Leg: 15 26
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Weapons and Ammo Location Critical Tonnage
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Machine Gun CT 1 0.50
Machine Gun (Ammo 200) CT 1 1.00
LRM 20 RT 5 10.00
LRM 20 (Ammo 12) RT 2 2.00
LRM 20 LT 5 10.00
SRM 4 RA 1 2.00
SRM 4 (Ammo 25) RA 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 35
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 2 / (M) 2 / (L) 2, OV: 1
Armor (A): 7, Structure (S): 5
Specials: IF2, LRM1/1/2
Distribution
Name/Model: Bombardier BMB-10D
Technology: Inner Sphere
Tonnage: 65
Configuration: Biped BattleMech
===========================================================================================
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. Hand Actuator
5. Roll Again 5. Sensors 5. SRM 4
6. Roll Again 6. Life Support 6. SRM 4 (Ammo 25)
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.LRM 20 1. Fusion Engine 1.LRM 20
2.LRM 20 2. Fusion Engine 2.LRM 20
3.LRM 20 3. Fusion Engine 3.LRM 20
4.LRM 20 4. Gyro 4.LRM 20
5.LRM 20 5. Gyro 5.LRM 20
6. Roll Again 6. Gyro 6. LRM 20 (Ammo 6)
1. Roll Again 1. Gyro 1. LRM 20 (Ammo 6)
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. Machine Gun 5. Roll Again
6. Roll Again 6. Machine Gun (Ammo 200) 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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
The advantages of this design are excellent armor and long-range firepower. But 6 full salvoes and you´re empty. Your short-range weapons are not worth talking about. It has no non-ammo weapons (Ok: you can fire your MG till the doctor is comming). The other reviewer have said it all: Rip the SRM and MG out and install MdLasers and ammo.
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Member Review - Sleeping Dragon : 17-Dec-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
This 'Mech clearly suffered from downgrade. Ammo bays are too small and it can no longer run away. I don't know who felt the need to replace the next to useless AMS (with rules before TW) with single machine gun and full ton of ammo, but it did nothing to improve the situation of the machine. Even a small laser and one ton of LRMs would be an improvement. SRMs as a backup are also inadequate. The only use for this machine would be placing it next to a truck filled with reloads. Empty the ammo bins, cool down as they connect you to the truck, close the ammo bays and repeat until the enemy is no more. If you want a siege machine than there are better (even Trebuchet). This machine needs heavy modification.
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Member Review - Fang : 15-Sep-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
Where's the armor? Where's the ammo? Where are the heatsinks? This mech is ot a bombardier, it's a bomb. and a dud at that. Only six salvos per launcher, but don't fire both at the same time! heat build up is a pain in this machine, and I speak from personal experience. Drop the MG for more ammo and armor, or downgrade the LRM20's to LRM 15's and add some ammo and heatsinks. My advice...save your money for an Archer or Catapult if you must have a missle boat
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Member Review - Paul : 07-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
It's got great armor, and some serious firepower with 2 LRM20's. Regretably, it only has 2 tons of armor, and a MG and SRM4 as the backup when that inevitably runs dry. Not too happy with that MG ammo in the CT neither.
I'm with those that would drop the SRM4 and MG in favor of some more LRM armor or backup weaponry.
Still, as said, the armor is superb. You will empty those LRM20 racks before it croaks. Just watch your heat a bit, and don't fire those LRMs until the range drops to Medium or Short range. After that, either focus on anti-infantry duty, or try to become a pest. Physicals from 65 ton Mechs are pretty neat, esspecially when giving some hapless Medium or Light a 13 point kick or 4 or 5 hex charge. If you're quirck to dump your ammo, you can get a lot of milage out of this Mech before it croaks. That's useful, since you can then either keep your physical attacks up, or you force your enemy to direct a lot of firepower against it to drop it.
Within that use, I'd take a CPLT A1 over it any day. 4 JumpJets, and no MG or SRM4 ammo to worry about. Also twice the LRM ammo. Regardlessly, this Mech has to play the underdog game well to be useful. That's not hard. Either it's ignored and does more damage than it should, or you frustrate the opponent by forcing him to try to kill it. Don't be too shy when using this design. Use it like a bulletsponge.
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Member Review - mud : 12-Oct-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
Quite inferior. The LRM ammo won't last you one fight. The only reason the SRMs are there is so that the people who made the Archer don't sue.
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