BattleMech Technical Readout
Name/Model: Thorn IIC
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 20
Configuration: Biped BattleMech
Era/Year: Early Succession Wars / 2900
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 1,869,120 C-Bills
Battle Value: 840
Chassis: Endo Steel
Power Plant: 120 Fusion
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 LRM 10
2 ER Medium Lasers
Manufacturer: Ford Military Limited
Primary Factory: Terra
Communications: Opus I Ultrabeam
Targeting & Tracking: Unknown
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Overview:
The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during
the late 24th Century. It was the first 'Mech to incorporate the Endo Steel II Skeleton. The
Thorn was unveiled with tremendous hype, but initial reviews were mixed. Commanders later
agreed that Endo Steel II had obvious advantages but would not be suitable for all 'Mechs.
The Thorn was designed to serve in front-line combat units. Its inability to jump was
not considered unusual for this type of duty, but commanders who tried to use all light
'Mechs as scouts found the Thorn to be useless. Once seperated from company mates, the
Thorn's heavier armor and greater firepower were no match for a quicker opponent.
Capabilities:
The Thorn has had mixed reviews for the entire length of its service. Supporters point out
that the design packs more punch per ton than any other 'Mech and that its armor is also the
best of its size. In a toe-to-toe slugfest, the Thorn can usually reduce an equal weight
opponent to scrap in minutes.
Opponents of the design note that a 'Mech cannot hit what it cannot reach. Although the
120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets
leaves the Thorn in the dust of other light 'Mechs. The Zeus Long-Range Missile system only
partially offsets this lack of pursuit ability.
This favoring of armor and weapons over maneuverabilty has made the Thorn a favorite of
front-line light companies.
The weapon placement and ease of maintenance have given the design high marks in every
technician's manual. The arms and legs are completely accessible, allowing a service crew to
actually enter the limbs and work on repairs from the inside.
The Thorn's main armament consists of twin medium lasers. These identical weapons
further imrove maintenance and are extremely efficient. The design is noted as a "cool
running" 'Mech, but the placement of one laser directly under the pilot's feet makes the
Thorn seem to be running hotter than it really is. Extensive cooling is provided in the
cockpit area, but the lack of an effective venting system for the medium laser makes
repeated firing uncomfortable for the pilot.
The Zeus Long-Range Missile system is extremely accurate, and the arm mount allows the
pilot to switch targets quickly. If damaged, the entire system can be replaced in a few
hours, which is fortunate as the launcher can easily be destroyed if the 'Mech engages in
hand-to-hand combat. The missile-feed system, which passes reloads from the torso storage
compartment, is average at best. If damaged, reloads can become lodged in the upper arm,
where additional damage has been known to cause detonation, destroying the arm.
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Equipment Mass
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Internal Structure: Endo Steel 1.00
Engine: 120 Fusion 4.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 69 4.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 8
Center Torso (rear): 4
R/L Torso: 5 6
R/L Torso (rear): 4
R/L Arm: 3 6
R/L Leg: 4 8
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Weapons and Ammo Location Critical Tonnage
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ER Medium Laser H 1 1.00
LRM 10 (Ammo 12) RT 1 1.00
LRM 10 RA 1 2.50
ER Medium Laser LA 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 19
TP: BM, SZ: 1, TMM: 2, MV: 12"
Damage: (S) 2 / (M) 2 / (L) 1, OV: 0
Armor (A): 2, Structure (S): 2
Specials: CASE, IF1
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