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khanwolverine Clan Wolverine Khan
Joined: 08-Jul-2017 22:18 Posts: 349 Location: United States
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Posted: 15-Mar-2019 15:42 Post subject: Thug (BRAVO 332) THG-10E RAQUEL |
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TRO: Thug (BRAVO 332) THG-10E RAQUEL | BattleMech Technical Readout
Name/Model: Thug (BRAVO 332) THG-10E RAQUEL
Designer: khanwolverine
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 80
Configuration: Biped BattleMech
Era/Year: Republic / 3130
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 9,933,240 C-Bills
Battle Value: 2,286
Structure: Endo Steel
Power Plant: 320 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Standard
Armament:
6 Streak SRM 2s
2 Improved Heavy Large Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Originally introduced in 2572 by Maltex as a replacement for the Warhammer, the THG-1OE Thug
admirably fulfilled the role of an all-purpose assault 'Mech. Using the maxim "the best
defense is a strong offense" as a design parameter, the designers kept the Warhammer's
firepower while strengthening the new BattleMech's armor protection. Maltex produced Thugs
until 2835, when their primary plant was destroyed. Since then, Earthwerks has continued
production under its license from Maltex.
Earthwerks has not allowed the post-Star League degradation of Inner Sphere technology
to hurt the Thug much. Earthwerks designers replaced the original Thug's specialized
ammunition storage bins with traditional ammo bins and more armor; they have also replaced
the lightweight armor previously used on the Thug and other 'Mechs with armor common to all
armies of Inner Sphere. The net result is a 'Mech no less effective in combat, though the
pilot is considerably less safe should the 'Mech's ammunition be hit in combat or cook off
from overheating.
Capabilities:
The Thug is an impressive design that has withstood the vagaries of battle for centuries.
Its heat sinks allow it to sustain a continual barrage from its twin PPCs, and it has enough
armor to survive any return fire. Should enemies close with the Thug, its pilots can engage
their twin SRM launchers or devastate opponents with crippling physical attacks.
In general, Thug pilots initially remain at long range to support their lancemates and
pummel the enemy with the 'Mech's twin Donal PPCs, one of which is mounted in each arm.
Because of the superior protection afforded by the Thug's more than fourteen tons of
Durallex armor, the Thug can withstand all but the most concentrated long-range firepower.
After almost a full minute of long-range bombardment, Thug pilots often move in on
damaged opponents. The able Holly short-range missile racks come into their own at close
ranges, their barrage of warheads exploiting the openings torn in a foe's armor by earlier
fire. Special dilating covers on the Thug's side torsos protect the launchers when not in
use, which can also surprise an opponent not familiar with the design.
Because they are built to last, these BattleMechs see almost constant battle. The
original equipment of the Thug had to be replaced over the years as parts become worn beyond
repair or were destroyed outright. Ironically, technicians have had to modify stockpiled
supplies for the Warhammer to replace the Thug's weapons. Newer Thugs are now built with
these parts, eliminating the need for extensive field modifications to make the weapons fit
their new housings.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 320 Fusion 22.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 20 [40] 10.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 247 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 40
Center Torso (rear): 10
R/L Torso: 17 28
R/L Torso (rear): 6
R/L Arm: 13 26
R/L Leg: 17 34
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Active Probe H 1 1.00
2 Jump Jets CT 2 2.00
Jump Jet RT 1 1.00
3 Streak SRM 2s RT 3 3.00
Streak SRM 2 (Ammo 50) RT 1 1.00
Jump Jet LT 1 1.00
3 Streak SRM 2s LT 3 3.00
Streak SRM 2 (Ammo 50) LT 1 1.00
Improved Heavy Large Laser RA 3 4.00
Improved Heavy Large Laser LA 3 4.00
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