Summoner (Thor) C



Summoner (Thor) C



BattleMech Technical Readout


Type/Model: Summoner (Thor) C
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
   
Mass: 70 tons
Chassis: Standard
Power Plant: 350 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
   Jump Capacity: 150 meters
Armor Type: Ferro-Fibrous
Armament:
1 Ultra AC/20
1 Streak SRM 6
1 ER Large Laser
1 ER Small Laser
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)
Overview:

         In all of its configurations, the Thor’s main advantages over other heavier ‘Mechs are its mobility and its ability to fire all its weapons with little worry about heat buildup. Apparently borrowing concepts from the Warhammer, Marauder and Victor, the Thor is an excellent all-around ‘Mech. While the Thor may be less powerful than some and less quick than others, it successfully blends heavy firepower and maneuverability.

Capabilities:

         The huge Thor, which stands at least a meter taller than most other ‘Mechs, appears most often in a configuration remarkable for its lack of lasers. Its mix of weapons, however, combines with the ‘Mech’s maneuverability to make it a deadly foe. This model carries a long-range missile launcher in its left torso, a PPC on one arm, and a heavy autocannon on the other.
         The most common variant, Alternate Configuration A, carries a powerful Gauss rifle on its left arm. With the SRM-6 in its left torso and the large pulse laser on its right arm, this model can cause immense damage with barely a blip from the heat gauge. The Thor A is renowned as an infighter.
         Though it never ventures too far from logistical support, the Thor B is becoming more common among Clan forces. The combination of this configuration’s Narc missile beacon with an unusually large array of missile launchers enables this model to do enormous damage, as well as providing targeting information for its Starmates equipped with Narc missiles. Though it carries sufficient reloads for all of its launchers, the Thor B is poorly equipped to fight multiple engagements because it lacks other weapons when its missiles run out.
         Alternate Configuration C carries a massive Ultra-20 autocannon, one of the most fearsome weapons known. Though it also carries extra shells for this weapon, the Thor C can suffer ammunition shortages in a prolonged engagement. Its other weapons include an SRM-6 in its left torso and a pair of extended-range lasers-one large, one small-on its right arm.
       Alternate Configuration D is used for missions far from logistical support. Relying heavily on lasers, it also carries a sophisticated targeting computer to get the most out of its weapons. The extended-range lasers and the dual anti-missile system allow this Thor to keep its distance should it run into more than it can handle. Two machine guns mounted in each of the ‘Mech’s right and left torsos enable it to take on persistent opponents at close range if necessary.

Deployment

         The Thor is the heaviest design in general use among the Jade Falcons. It appears much more often among the Falcons than the other Clans, and the Falcons also use it differently. Other Clans use it as mobile support for assault ‘Mechs, while the Jade Falcons use it as a quick-striking hammer to follow up a rapid advance.


Type/Model: Summoner (Thor) C
Mass: 70 tons
Equipment:   Crits Mass
Internal Structure: 107 pts Standard 0 7.00
Engine: 350 XL 10 15.00
   Walking MP: 5    
   Running MP: 8    
   Jumping MP: 5    
Heat Sinks: 14 Double [28] 0 4.00
Gyro:   4 4.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA, R: Sh+UA+LA 13 .00
Armor Factor: 182 pts Ferro-Fibrous 7 9.50
   (Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 22 27
  Center Torso (Rear):   8
  L/R Side Torso: 15 22/22
  L/R Side Torso (Rear):   7/7
  L/R Arm: 11 17/17
  L/R Leg: 15 23/23

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Ultra AC/20 LA 7 10 10 14.00
   (Ammo Loc: 2 LT)
1 Streak SRM 6 LT 4 15 3 4.00
   (Ammo Loc: 1 LT)
1 ER Large Laser RA 12   1 4.00
1 ER Small Laser RA 2   1 .50
5 Standard Jump Jets:     5 5.00
   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)
TOTALS:   32   59 70.00
Crits & Tons Left:       19 .00

Calculated Factors:
Total Cost: 21,116,302 C-Bills
Battle Value: 2,168
Cost per BV: 9,739.99
Weapon Value: 1,902 / 1,756 (Ratio = .88 / .81)
Damage Factors:    SRDmg = 41; MRDmg = 20; LRDmg = 5
BattleForce2: MP: 5J,   Armor/Structure: 5/4
    Damage PB/M/L: 5/4/1,   Overheat: 1
    Class: MH,   Point Value: 22
    Specials: omni

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