The Bombard. A design with a movement profile akin to the much-maligned UrbanMech and the Annihilator. Described as being designed with neither speed nor survivability in mind, the Bombard carries firepower that would make an assault pilot soil himself.
Don’t believe me? Ask the poor pilots who had one show up behind them.
(Yes, double blind and hidden unit scenarios can suck.)
First appearing in the 1992 Update Flier, the BMB-010 Bombard is a design which can inspire praise or mockery. More often, the latter. The praise comes from its weapons load: twin Class-20 autocannons. A sudden double-tap will ruin anyone’s day. Even better, the arms can flip and place those guns in the face of anyone that manages to get behind it (which is almost everyone).
The movement profile is the primary source of the mockery. When the Behemoth tank doesn’t have to worry much about keeping up, speed is not your strong suit. Survivability is another place where scorn is heaped upon this machine. While the armor isn’t bad, being only 9 points off max, the ammunition for the autocannons is not CASEd. And there are ten shots per gun. Add to that the extralight engine, and this machine has not long to live once it does show itself.
Mounting ten single heat sinks (though the original was stated to carry doubles, they couldn’t fit crit-wise), and using endo-steel to fit everything into the design, the Bombard is packed to the gills. Such that aside from dropping a ton of ammo and adding CASE, there is little that can be done to improve this model.
After the prototype met its doom (originally to a Marauder, though 3055 Upgrade names the assailant as a Wolfhound), the designers at Solaris Arms decided to try and revamp the design. The BMB-013 is a different take on the design, giving it more reach and survivability. Thunderbolt-15s replaced the autocannons, and each launcher has 3 tons of ammo dedicated to them. Two extended-range mediums are also added, as is CASE. However, the design still uses an extralight engine, and ten single heat sinks. It also uses spikes which are only useful when ramming, or being rammed.
The final variant is one that addresses the speed issue. The BMB-1X uses a superlight engine to up the movement profile to around that of a Hunchback, though with a supercharger for even higher bursts of speed. Its weaponry has been repurposed to twin Clan-tech Gauss rifles, with one ton for each gun. It also carries three M-Pods, which at least give it some in-close defense. However, it does not use CASE.
Using one effectively is simple: pick a target in range and shoot it. Hope for headshots, or that someone turns their back at an inopportune moment. Using the BMB-010 as a hidden unit, or in a double-blind in enclosed spaces. The others do like a bit more range. No matter which version you use, expect to lose your ’Mech at some point. Luck only goes so far.
As for fighting one, keep out of its optimum range and pound it to scrap with concentrated fire. All of the variants have extremely powerful weapons that can punch holes in many places, as well as headcap you. If you have a targeting computer, consider locking onto a side torso. All of them use engines that will shut them down if they lose a torso, and the original version carries two tons of class-20 ammunition without CASE.