Author Topic: ’Mech of the Week: TR-X* Trebaruna  (Read 12517 times)

Kotetsu

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’Mech of the Week: TR-X* Trebaruna
« on: 20 January 2012, 02:26:47 »
’Mech of the Week: TR-X* Trebaruna

Supposedly named after an ancient goddess of death, battles, and protection (perhaps a variant of the Irish Morrigan), the Trebaruna does its name service. A walking avatar of death, the 95-ton quad mounts impressive amounts of armor and weaponry.

Though not as much as the similar Sirocco. (To be fair, only one design mounts more armor than that beast.)

This design almost didn’t see the light of day. The Word of Blake was in the process of designing it when the approaching Allies caused them to scrap their plans. Discovered in one of their databases, the design was offered to all members of the Coalition, though the Federated Suns, Draconis Combine, and Lyran Commonwealth have decided not to develop it at this time. (A note in the TRO entry suggests that the Lyrans are expected to create a variant. Based on their love of big guns, I forsee a Heavy Gauss load of some sort.)

The Republic version, the TR-XB is based around a standard skeleton and uses standard plate armor to grant 82% coverage. All forward locations save the head can sustain two Gauss Rifle shots, and the center two Class-20 blasts. The rear torsos can absorb a large laser blast. The design also uses the same engine as the Sirocco, giving it the same ground speed. Leg-mounted improved jump jets allow for surprising mobility (for its size). An extra-light gyro and ten double heat sinks were also installed. Weaponry consists of a Gauss Rifle with two tons of ammunition in a CASEd torso, and three Light PPCs in the other torso. All tied to a targeting computer.

The next variant, the TR-XJ, is built by the Marik-Stewart Commonwealth, one of the former Free Worlds League states. The main changes are the replacement of the three Light PPCs and the targeting computer with twin Snub-Nose PPCs, and another heat sink. And two tons more armor, all light ferro-fibrous, bringing the armor ratio to 98%, four points off the Sirocco (and more than an Atlas). Now the legs are one point off taking two Class-20 hits, the center torso can withstand two short-range Heavy Gauss slugs, and the rear torsos can take an Inner Sphere PPC blast (though not any more).

The third variant, the TR-XL was created by the Capellan Confederation, who appear to have found their own copies of the Blakist research cores. It mounts eleven double heat sinks, uses a light fusion engine with a standard gyro, and standard armor to 90%. The center can take three standard Gauss slugs, while the side torsos actually have less armor than the -XB. The weapons load shows that this is meant to be an up-close brawler. It mounts a LB-20 X autocannon and twin plasma rifles, with three tons of autocannon and three tons of plasma ammo. CASE is installed in the left torso to allow the pilot to survive an explosion (though that leaves the machine without any weapons and missing both left side legs).

A final variant saw the light of day during the Pax Republica period between the end of the Jihad and Gray Monday. An ER PPC is placed in the turret, while an Improved Heavy Gauss sits in the opposite torso. Six tons of ammo feeds that beast. Armor is 25.5 tons of Hardened plate, left in a 9, 28/9, 24/9, 23 pattern (head, center front/rear, side front/rear, legs respectively). Underneath that tough exterior are the brittle bones of composite internal structure.

Using one of these designs is a matter of maneuver. Use the jump jets to avoid obstacles and get out of spots you don’t like. The first variant has a slight minimum range problem. So either keep at range as a sniper, or close and really hurt them. The second variant loses one part of the minimum issue, thought as your foe stumbles through your Snubbies’ medium and longer ranges there is a loss of impact.

The final variant is meant for confined spaces. Use cover to get close up. Where your opponent will start crying for mommy as you rip his machine apart. Just watch your own armor. As mentioned above, losing the left torso is likely to be fatal.

Fighting one follows some simple guidelines. First if you can get to his sides or behind him, do so. All his weapons are forward facing. Pound him with Gauss Rifles or PPC fire. Stay at longer ranges against the TR-XL. The LB-20 is painful enough, but the Plasma Rifles have a bad habit of cooking your ammunition off. Or shutting you down. I’d probably also stay at longer ranges against the TR-XJ. Snub-Noses become little better than medium lasers at their long range (though that also corresponds to medium range for the Gauss).

The TR-XB is the trickiest. He has a lot of long range guns. You might be tempted to close within his minimums. This requires a bit of finesse. First, he can jump, so he can make quick adjustments. Second, if you do want to be within minimums, stay at two hexes. Being one hex away in his front only means he gets to kick you.

That never feels good.
« Last Edit: 27 January 2014, 17:24:29 by Kotetsu »

blitzy

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #1 on: 20 January 2012, 08:49:34 »
A nice looking design with such potential.  I felt with the XB at least its biggest fault was the use of the IJJ's.  It either needed to add the last one in or go with normal ones.
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Neufeld

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #2 on: 20 January 2012, 11:51:07 »
The TR-XB is the trickiest. He has a lot of long range guns. You might be tempted to close within his minimums. This requires a bit of finesse. First, he can jump, so he can make quick adjustments. Second, if you do want to be within minimums, stay at two hexes. Being one hex away in his front only means he gets to kick you.

That never feels good.

I would not recommend staying two hexes either, since the Gauss is firing a 0 modifier (-1 from Tarcomp and +1 from minimum) and the LPPCs are firing at +1 (-1 TC, +2 minimum).

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Moonsword

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #3 on: 20 January 2012, 11:58:38 »
It's still better than being in hex 3 (-1 Gauss, net zero on the LPPCs) or hexes 4-6 (-1 for all weapons).  If you're going to get close, it's the best of several bad options.

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #4 on: 20 January 2012, 12:03:59 »
I'll have to think for a while on how to best use the -XJ. It looks like it's best as a mid/short range brawler, but I could be wrong. Maybe I'll put it with Goliaths and Siroccos to form massive quad lances, with the maneuverable Trebaruna tasked with reacting to flankers and backstabbers.

....that sounds rather fun, actually. Who says the Mariks can't do the Wall of Steel? >:D
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martian

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #5 on: 20 January 2012, 13:58:28 »
Nice idea:

Trebaruna TR-XJ
Sirocco SRC-3C
Goliath GOL-6M
Sirocco SRC-6C

 }:)

Minemech

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #6 on: 20 January 2012, 14:31:11 »
Nice idea:

Trebaruna TR-XJ
Sirocco SRC-3C
Goliath GOL-6M
Sirocco SRC-6C

 }:)
Looks like you got the foundation of a nice Marik-Stewart Commonwealth company. For settings sake it could be a combined arms unit, but as a player you can always keep it otherwise.
« Last Edit: 20 January 2012, 14:47:14 by Minemech »

martian

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #7 on: 20 January 2012, 14:47:01 »
You could build a nice Marik-Stewart Commonwealth company around that lance. It could be combined arms, or otherwise.

True, I have some ideas, but I don't want to hijack the thread...

Minemech

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #8 on: 20 January 2012, 14:50:00 »
True, I have some ideas, but I don't want to hijack the thread...
Agreed, but it does at least show how the MSC Trebaruna could fit in.

Arkansas Warrior

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #9 on: 20 January 2012, 14:50:37 »
Can't you physical attack after a jump?  Get too close to an XB and he jumps over you and mule kicks you in the back.
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #10 on: 20 January 2012, 14:54:44 »
Can't you physical attack after a jump?  Get too close to an XB and he jumps over you and mule kicks you in the back.

Yep. Sounds fun, too. Close with the enemy on foot Hoth-style, then suddenly leap over the nearest guy and plant a foot in his calves while firing on the next guy in line, all while easily absorbing what they're pouring into you(and thus not into your teammates). Risky, but dishing out damage by the buckets if you pull it off.
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Welshman

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #11 on: 20 January 2012, 16:47:14 »
Can we get the MUL and Camospec (if any) reference put in? Those are a great addition to recent oTW articles.
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #12 on: 20 January 2012, 16:51:29 »
Looks like you got the foundation of a nice Marik-Stewart Commonwealth company. For settings sake it could be a combined arms unit, but as a player you can always keep it otherwise.

That is combined arms. The Quads are the tanks. :)
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blitzy

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #13 on: 20 January 2012, 22:33:32 »
Nice idea:

Trebaruna TR-XJ
Sirocco SRC-3C
Goliath GOL-6M
Sirocco SRC-6C

 }:)

might give them a scorpion as an out rider.
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Minemech

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #14 on: 20 January 2012, 23:58:18 »
might give them a scorpion as an out rider.
No Tarantula?  ;D

garhkal

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #15 on: 21 January 2012, 00:32:47 »
I take it this is a 3/5/5 mover?
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Diplominator

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #16 on: 21 January 2012, 00:43:24 »
I take it this is a 3/5/5 mover?

Wouldn't THAT be nice?

Nope. 3/5/4.  Blatant inefficiencies aside, it's reasonably effective, and there's an illustration in FM:85 that is just ridiculously cool.

martian

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #17 on: 21 January 2012, 02:36:06 »
Trebaruna TR-XJ is 3/5/4.
Sirocco SRC-6C is 3/5/5.

blitzy

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #18 on: 21 January 2012, 08:59:58 »
No Tarantula?  ;D

the new 7/11 scorpion with a HPPC should be plenty. :)
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #19 on: 21 January 2012, 12:07:00 »
Asside from the jump jets, its not a horrable mech, but I've never been able to get over the blaitant new toy application of its IJJs.  The difrence in tonnage between three normal jets and four improved ones is ten (10) tons, and for that you gain only minimal advantages.  I'm sure there are times when there's a nice bit of cover that just out of reach, but a 3/5/4 95tonner shouldn't be relieing on cover.  Had four (4) tons been found to make it 3/5/5, at least you hit that mathamatical break-even sweet spot, so that might plausably be worth it, but I'd rather save the 14 tons and stick with 3/5/5 and a pile of guns.  The start is so promicing, after all.  A GR and some LPPCs with a TC is a great way to go (I'd rather have had a standard PPC rather than the new toy LPPCs, but that's more about taste, and given the groupings there is an argument to be made for the more tonnage efficant five pointers).  Just think what the weapons team could have done with ten more tons.
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #20 on: 25 January 2012, 19:19:00 »
A nice looking design with such potential.  I felt with the XB at least its biggest fault was the use of the IJJ's.  It either needed to add the last one in or go with normal ones. 
That and the XL Gyro are my 2 biggest beefs in a design that is otherwise my favorite Quad ever.

I love the Gauss & LPPCs w/ TC but I'd have preferred 3 standard JJs & a Compact Gyro w/ some extra close in guns.  (Or 5 IJJ's as mentioned and 1 less LPPC)
The benefit quads get w/ Partial Cover is just too great to not give them a second look now days & I really like the look of this one in the weapons/ranges department.

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #21 on: 29 November 2013, 09:40:32 »
The TR-XH is the only variant of the Trebaruna found in RS3145 - NTNU. Following the same design paradigm as the TR-XB, the -XH is intended to provide long range pain while shrugging off return fire. All the available right torso critical space, along with part of the center torso is filled with hulking improved heavy Gauss rifle. Four minutes of continuous fire are enabled by six (!) tons of Gauss slugs. Excessive? Perhaps. But it does give a MechWarrior a certain confidence to start slinging rounds once enemies are in range. The accompanying ER PPC is installed in the left torso quad turret. Not only does it provide a 360o field of fire, it's nice for keeping would-be flankers honest. 25.5 tons of hardened armor lend enough sheathing to let every section to absorb a retaliatory standard Gauss round with protection to spare. All forward torsos and legs can take two such hits, the center will even shrug off three slugs. But all things come at a price. The TR-XH has roughly the same movement profile as the other variants with the standard running speed reduction for the armor. The first sacrifice comes in the form of an XL fusion engine. The bulkier engine doesn't really play well with the 30 point bomb that takes up the rest of the right torso and part of the center. Replacing the standard chassis with a significantly more fragile composite frame just exasperates the issue. Still, the idea of taking up position, going prone, and raining death turn after turn does have a certain appeal.

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #22 on: 29 November 2013, 09:47:14 »
The XH is basically a case of

*stand up...aim...BAOOOOOOOOOOOOOM* DUCK AND COVER! *crouches down again*
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #23 on: 29 November 2013, 10:51:16 »
Normally, i have a soft spot for Quads, since their different and especially for ones with Quad Turrets on them.  I just think TR-XH is little bit undergunned.  Grant you alot of contemporary designs produced during Early Republic Era going into the late Dark Age (3145) tend to be undergunned.  Harden armor does make this thing bit tougher than regular design.

I'd hate see this thing not being teamed up...Assault Mech or no, someone shows up with alot of RE-Laser equipment machines, will ruin this machines day.   I hope i can try out soon.
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garhkal

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #24 on: 29 November 2013, 16:57:54 »
Could someone post a pic of this mech?
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #25 on: 29 November 2013, 18:11:25 »
From the MUL

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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #26 on: 30 November 2013, 14:52:03 »
Thanks..
That mech is better looking than the Sirroco.
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #27 on: 30 November 2013, 16:54:35 »
I would actually like to see the quad lance listed earlier with maybe a supporting quad lance, some armor and BA/infantry holding some command post or military spaceport in some arctic region.  Defending it from the Crusader Wolves when they come calling . . . IIRC, quads make much more sense on bad footing conditions (or the HGR) . . . it would be sort of fun, and if you were going to concentrate Quads, it should be in those circumstances.

Are we missing a missile version of this mech?
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #28 on: 01 December 2013, 17:31:37 »
Honestly, the new variant looks sweet.
The structure is fragile, but that's all poured into extra armour, and with an XL engine and a gauss weapon, there's not much you can do.
It's long range, jump mobile, and until the armour gives, it's bring the pain.
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Re: ’Mech of the Week: TR-X* Trebaruna
« Reply #29 on: 02 December 2013, 16:08:28 »
Are we missing a missile version of this mech?

Just for fun i made one with a quartet of LRM-15s with artemis IV, 7 tons of ammo, 2 (rear facing) medium lasers, a C3 slave and a guardian ECM suite.
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