’Mech of the Week: Thor II
Thor II. Replacement for the iconic
Thor (
Summoner). Given the name
Grand Summoner by the Clans, though perhaps not even recognized by them by that name. Renowned for its communications suite, which might even be able to penetrate ECM suites.
Still missing the hammer, though…
The
Thor II comes from Technical Readout: 3145, and resembles the Age of Destruction miniature.
That the
Thor II was designed to replace the
Thor is a bit surprising. Frankly, I think I prefer the original, but that may be nostalgia. Or the fixed jump jets. The only reason I can think of as to why they might need to replace it is if the Jade Falcons had lost the ability to produce the
Thor. If they had, I guess some of the blame must go to Aiden Pryde (since he basically wrecked every single
Thor in the Falcon arsenal just before Tukayyid).
The first
Thor IIs appeared in 3093, produced at a factory on Erewhon, where the first
Thor II still stands, painted each year in the colors of the best cluster in the Falcon
touman, as decided by the Khan herself. At 70 tons, the
Thor II is the same weight as its forebear. It also uses a similar 350-rated extralight engine, giving it the same ground speed, though it lacks the fixed jump jets of the
Thor. Unlike its predecessor, the
Thor II uses an endo-steel skeleton. It does retain the fourteen double-strength heat sinks. Ten tons of ferro-fibrous armor provides 88% of maximum protection, laid out in a 9, 31/8, 22/7, 20, 23 pattern (head, center front/rear, side front/rear, arms, legs respectively). This left thirty and half tons of pod space available for weapons, eight tons more than the original
Thor.
The
Prime variant starts by restoring the jump jets, then adds a Class-5 Ultra autocannon and a medium laser in each arm, an additional medium laser in each side torso, and a 15-rack LRM launcher on the left shoulder. One ton of ammunition is allocated for each autocannon (placed underneath it), and two tons were allocated for the LRM (placed under the launcher).
Alpha begins with replicating the
Thor Prime, with jump jets, a right arm-mounted Particle Cannon, a left arm-mounted Class-10 LB-X autocannon, and a 15-rack LRM launcher in the left torso. Additionally, a 5-rack LRM launcher was placed in the right torso. Two tons of ammunition are allocated for the autocannon and for the 15-rack, with one ton placed for the 5-rack.
Bravo skips the jump jets for lots of missiles. A 15-rack LRM launcher is in each arm, a 5-rack LRM launcher in each side torso, and both a 9-pack and a 6-pack ATM in the left torso. A small laser was installed in both the center and right torsos. Three tons of ammunition feeds each 15-rack, a ton of ammunition feeds the 5-rack, three tons for the 9-pack and two tons for the 6-pack.
Charlie is the close-in brawler of the configurations. A large pulse laser is mounted in each arm, a flamer is placed in the center torso, a 4-pack Streak SRM launcher is in the right torso, and a Class-20 Ultra autocannon is situated in the left torso. One ton of Streak ammunition and three tons of Class-20 ammunition are allocated.
Finally,
Delta uses five jump jets, eight additional heat sinks, and mounts a medium and large laser in each arm, tied to a targeting computer. Finally, a 15-rack LRM launcher is placed in the left torso, fed by two tons of ammunition.
Using a
Thor II changes slightly based on your configuration. More to the point, if you have jump jets, you can replicate the tactics you would use with a
Thor. The other two official configurations differ in that the Bravo is more a stand-off and darken the sky with missiles type, whereas Charlie is more a city and close-quarters fighter. While I prefer the jumpers (better maneuverability and the OpFor tends to forget about jump jets at times), others aren’t so happy with them. I tend to jump in, strike, and jump out when I lose initiative. Rear shots are always decent goals (I believe the Clan view is if one can get into another’s back arc, it’s the other guy’s fault). The non-jumpers are more the slowly move forward and devastate your opponents as you close.
Fighting one is like facing a
Thor: nerve-wracking. Heavy weapons are a good start. Pulses, targeting computers, and precision-armed autocannons also help. Key location for targeting is the left torso, which seems to carry ammunition, though Bravo has a tempting amount of bins in the right. Take any opportunities presented, whether accident or pilot-error.
The
Thor II is present in all Inner Sphere Clan forces, and also in some other areas (at least based on the picture, and that it looks like the Dark Age mini for several Spheroid commands). And being produced by the Falcons, it is likely to be at the forefront of Hazen’s Mongol invasions. When the Fortress finally comes down, it may well make a strike as deep as Terra itself.