Thunderbolt TDR-5MOC
Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-A
Production Year: 2505
Cost: 4,604,160 C-Bills
Battle Value: 1,363
Chassis: Earthwerks TDR Standard
Power Plant: Magna 195 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Ryerson 150 Standard Armor
Armament:
1 Parti-Kill Heavy Cannon PPC
1 Delta Dart Long Range Missile 15 Rack LRM-15
1 SureShot Mk VI SRM-6
3 Diverse Optics Type 18 Medium Lasers
3 Voelkers 200 Machine Guns
Manufacturer: Earthwerks Incorporated
Primary Factory: Keystone
Communications System: Neil 8000
Targeting and Tracking System: RCA Instatrac Mark X
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Equipment Type Rating Mass
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Internal Structure: Standard 104 points 6.50
Engine: Fusion Engine 195 8.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 17 7.00
Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA, 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 208 13.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 21 30
Center Torso (rear) 11
L/R Torso 15 24
L/R Torso (rear) 6
L/R Arm 10 20
L/R Leg 15 29
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Equipment Location Heat Critical Mass
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PPC RA 10 3 7.00
2 Machine Guns LA 0 2 1.00
LRM-15 RT 5 3 7.00
SRM-6 RT 4 2 3.00
3 Medium Lasers LT 9 3 3.00
Machine Gun HD 0 1 0.50
@MG (200) LA - 1 1.00
@SRM-6 (15) RT - 1 1.00
@LRM-15 (16) CT - 2 2.00
Free Critical Slots: 19
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 14
3 3 3 2 0 3 2 Structure: 5
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
The Magistracy makes Manticore tanks, so they've got access to PPCs and SRM-6s. I kinda went with the idea of a blend of the stock version and the Steiner model, and here's what popped up. A Manticore's main gun and SRM rack replace the Thud's big laser and 2-pack, while it manages to keep the triple mediums and LRMs. Heat dissipation improved a little, with two heat sinks added. The engine's a 195; I fluff it mentally as a damaged 200-class engine that was mostly rebuilt and downrated slightly so it'd fit in the previous engine's place. Slowed the whole thing down, but the engine was cheap - 200s are everywhere in 3025 (gotta love those 4/6 50tonners) so "modifying" one slightly into a 195 rated design made sense to me.
I had a half ton left over; thought about putting the last 3 points of armor on but decided some flair was in order, and put an extra machine-gun mount on the head. Something like how tank commanders get a gun by their hatch so they can sit around up there and watch. Have some backseater in the 'Mech be useful and shoot up things that are annoying, perhaps. It's more flavor than anything useful, but it's the Periphery.
It can run and throw the PPC and LRMs for neutral heat, or get a closer target for a pretty good mix of firepower. I'm not sure how well it'd handle against a more maneuverable opponent; it outguns the Griffin at range, for example, and dramatically outguns the Wolverine up close, and has plenty more armor than both of those. It's not great, but it's the next best thing to nothing, but then again so is beating your enemy to death with a foot long frozen horse turd, especially out in the Periphery where real assault 'Mechs are rarer than good pop music. Jump Jets would be nice, but then I'd give up my heat sinks, and probably some armor as well. Maybe I should. Thoughts?