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BattleMech Technical Readout
Name/Model: Thug (Jörmungandr) THG-JMG
Designer: Loki1789
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 80
Role: Brawler
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 8,900,040 C-Bills
Battle Value: 2,125
Chassis: Earthwerks VOL Endo Steel
Power Plant: Pitban 320
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Mitchell Argon with CASE II
Armament:
1 Donal PPC
1 Coventry Star-Fire LRM 15 w/ Artemis IV FCS
4 Defiance C9M ER Medium Lasers (C)
Manufacturer: Unknown
Primary Factory: Unknown
Communications: O/P Com-22/H47
Targeting & Tracking: TharHes Mars 5 with Advanced Targeting Computer
================================================================================================
Overview:
It was good to be out in the field again, finally, David thought, flexing his fingers
against his twin joysticks and feeling his 'Mech's fingers flex with them. Ahead of him, he
-- or perhaps his 'Mech -- could see two of the three CAR-9A's in his formation ahead, while
radio signals told him where the rear-guard Caracal and the two scouting Wolfhounds ranged,
hidden by the dense fog. They were holding station well, much to his relief.
His reluctant agreement to release the Caracal design to Arc-Royal MechWorks had resulted in
a cancelation of the Wraiths' previous training orders. Instead, they'd remained on-planet
for over two months providing assistance in the startup to CAR-9A production. Never mind
that that was, in the grand scheme of things, an incredibly fast turnaround on production of
a new 'Mech, he still chafed at the delay, knowing how badly the morale of his Mechwarriors
would be impacted by such a long period of inactivity. So, once the first models were coming
off the line in working order, he had jumped at the chance to take the Wraiths out on a
combat op. Local forces on the primary world of the Great X system had reported pirates
raiding outlying settlements -- pirates armed with Battlemechs.
The Victoria R had limited sensor capability for orbital surveillance, but on
approach they had been able to narrow down likely locations of the pirate base to four
choices. Last week, Saffi had led search parties to scour the first two sites, and this week
was his turn to finish. Site 3#, the target for this operation, was a bog that had
registered anomalous magnetic fields, which could indicate running Battlemechs or just some
exceptionally large pieces of space junk and scrap from one of the number of battles fought
in the neighborhood over the last century and a half.
"Loki," a voice sounded in his ear, "I've got heat signatures on sensors. So far four and
counting, more than two meters in any dimension. Bearing is 172 through 175 and spreading
south. Permission to establish ranging?"
"Granted, Brewer," David answered. "Fire across their bow, if you please. Brewer, Shark,
accelerate and encircle. Fox, Vixen, Doorbell, advance but do not engage unless fired upon."
A few seconds later, his sensors picked up the signature of Brewer's WLF-2 firing its ER
Large Laser, and a quick burst of heat energy and blast of steam as the shot connected with
the water their mechs all waded in.
"Bearings continuing to spread out and move southward, Loki. Range to target is half a
kilometer, margin 0.1. I have eight blips total, and four are definitely Mechs of some
kind."
"Acknowledged. All hands accelerate to flank speed." He reached up to toggle the radio
transmitter on an open frequency. "Unidentified vehicles, you are ordered to identify
yourselves."
The response came crackling back only seconds later.
"Holy hell, man, what's thattabout? D'you just shoot at us?"
"Pirate activity has been reported in this area. On behalf of the Arc-Royal Liberty
Coalition, I am authorized to investigate and neutralize pirates. We have identified the
thermal signatures of 'Mechs in your column, please activate transponders or provide other
forms of identification."
"Identifi- This ain't Falcon space no more, buster! Can't nobody just go stoppin' folks and
shakin' 'em down out here, listen?"
"Unidentified vehicles, be advised that I am authorized to use lethal force," David replied
coldly. "Identify your vehicles or they will be disabled." Official records show
this place as deserted, he thought to himself. One WorkMech and a couple of vehicles
could be some prospectors that the local government doesn't know about, but there's just too
many of you to be just a few harmless bumpkins.
A few moments later, his guess was confirmed as an Autocannon round flashed past his
shoulder. Immediately, he heaved his 'Mech into motion, subconsciously pressing forward
against his harness as his body tensed. The Thug's feet splashed heavily in the muck, but
its reverse-jointed legs managed the sudden pivot elegantly.
"All units engage," he barked on the unit's encrypted radio channel. "Brewer, Shark, catch
any leakers. Weapons free, weapons free. Vicky," he added, using the DropShip's standard
callsign, "engaging an unidentified hostile force. Request you prep one APC for cleanup."
Ahead of him the fog was beginning to clear, burnt off by the firing of lasers and the jump
jets of the Caracals. His targeting computer had worked out an approximate firing solution
from the Autocannon round, and he squeezed off a salvo of LRM's, grateful to see from his
sensors that the rest of the formation was successfully keeping their firing lanes clear.
Within a few moments, return fire from the enemy 'Mechs and vehicles signaled their
locations more precisely, and the fight was on in earnest.
The four vehicles were trying to scatter, firing a few lasers at whatever target was
closest, but their crews were clearly unskilled and poorly armed for this fight. David
focused his attention on the enemy Battlemechs, visible now as vague silhouettes illuminated
occasionally by laser fire. One seemed significantly larger than the others, and he selected
it as a target, squeezing the trigger on his right joystick. A split second later, he saw
the shot land, striking his target on its own right arm.
Now he had his enemy's attention. The other mech turned and began to advance, firing another
round from the Autocannon. This one struck home, the Thug's left arm, and David blanched as
he felt the weight of the impact. That had not been an autocannon. His reassessment of his
target was reinforced as his sensors finally got a good radar return, identifying it as a
Caesar CES-3R. Apparently, whoever these pirates were, they still had a few rounds of Gauss
ammo to spend.
David flicked off another volley of missiles, as much to distract his opponent as to
actually harm the heavy 'Mech, and charged. Normally, he would have the better of a
long-range duel, but against a fully-functioning Caesar's ER PPC and Gauss rifle, he was
actually at a slight disadvantage. He would have to close to laser range to maximize his
chances, ideally before a lucky shot lodged a Gauss round in his pilot's chair. Thankfully,
his opponent, likely the leader of these pirates, either didn't trust his aim at range or
just didn't know any better, because the two reverse-kneed Mechs closed steadily on each
other, their pilots largely oblivious to the swirling battle around them as they focused all
their attention on evading each other's lines of fire. David's next PPC shot landed on the
Caesar's left arm, but he slowed a bit too much in lining up his shot, and took a Gauss shot
to the leg for his trouble.
David swore as he felt his 'Mech's right knee lock up under him, either damaged or jammed by
the supersonic slug, just as the right foot came down, and he slipped in the mud,
overbalancing and slowly toppling forward. Desperately, he reached out and caught onto a
tree with his 'Mech's left hand. The tree cracked and bent ominously, but it held enough for
him to keep his balance.
"All right, Jörmungandr," David breathed, "keep it together." Even though they had
nearly taken a tumble, his improved targeting computer had kept a clear fix on the Caesar's
position and heading, and it had just entered his prime weapons range. Leaning back
unconsciously in his seat, David pivoted his 'Mech on its locked leg, planting the left leg
firmly and firing a full alpha-strike into his surprised enemy.
The Caesar pilot was caught completely off-guard. Charging straight at his opponent,
seemingly with every expectation of having a chance to kick them while they were down, armor
absolutely melted off the Caesar's left side. It staggered and lurched forward, then the
cockpit glass shattered as the Mechwarrior inside ejected. David aimed the lasers in his
Thug's modified left arm at the ejecting pirate, hesitated, then nodded in satisfaction as
the parachute popped open directly onto the sagging tree beside which his mech stood,
leaving its pilot dangling senseless from his safety harness. He would be waiting for them
once the APC arrived to collect prisoners.
David looked around then, but the fight seemed to be already over. Status reports from his
own Mechwarriors indicated minor damage to armor and one disabled PPC, but the pirates
seemed, other than the one Caesar, to have been equipped only with light mechs armed with
lasers and with damaged armor. One of their pilots had successfully ejected when his 'Mech
went down, and had run off into the bog, but the other two were dead, and those foot
soldiers who had escaped the four smaller vehicles when the Wolfhounds caught them had
surrendered.
David took a moment to test Jörmungandr's knee. It was stiff and sticky, but it
moved again when he put the 'Mech's weight on it. Minor damage, but nothing significant.
With luck, the damage would be repaired by the time they made it back to Arc-Royal to
report.
"Vicky," he spoke into his radio, "engagement concluded. We have a few prisoners for the APC
collect, to turn over to the locals, plus we'll be bringing back a bit of salvage -- most of
a CES-3R."
"Aff," Saffi's voice came over the radio. "Is the Gauss still intact?"
David shrugged, then grinned as he felt the Thug's massive shoulder actuators mimic his
subconscious gesture.
"Maybe. It was, before I shot him. We'll have to see once we get it aboard."
The exasperated sigh on the intercom brought a laugh to David's lips.
Capabilities:
A full refit and rebuild of a Thug THG-11E using primarily Lyran-made parts, the
Jörmungandr has kept its original frame and most of its armor, but had its weapon
loadout heavily altered to suit its role as a command mech for a highly mobile force. Its
left arm has had the PPC mount replaced with a mount for twin Defiance Industries-built
Clan-grade ER Medium Lasers, two more of which are mounted just below, and on either side
of, the cockpit. The left SRM cone now covers an LRM system taken directly from a ZEU-9S,
and the right cone has been fused shut in order to protect a targeting computer. About one
ton of armor has been shaved from the inside of various parts of the 'Mech in order to fit
the new components. Overall, the Jörmungandr is a fast and deadly command 'Mech,
able to provide fire support for lighter 'Mechs during the opening states of an engagement
before rapidly closing to break through enemy lines.
Notable MechWarriors:
Jörmungandr is operated by Capt. David Allen von Scheer, callsign "Loki," C.O. of
the Wraiths of Twycross mercenary company.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 320 Fusion 22.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 17 [34] 7.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 232 14.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 35
Center Torso (rear): 8
R/L Torso: 17 28
R/L Torso (rear): 6
R/L Arm: 13 26
R/L Leg: 17 30
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 ER Medium Lasers (C) CT 2 2.00
Targeting Computer RT 3 3.00
CASE II LT 1 1.00
LRM 15 w/ Artemis IV FCS LT 4 8.00
LRM 15 (Ammo 16) [Artemis IV] LT 2 2.00
PPC RA 3 7.00
2 ER Medium Lasers (C) LA 2 2.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 48
TP: BM, SZ: 4, TMM: 1, MV: 8"
Damage: (S) 5 / (M) 6 / (L) 3, OV: 0
Armor (A): 8, Structure (S): 6
Specials: CASEII, IF1
Distribution
Name/Model: Thug (Jörmungandr) THG-JMG
Technology: Inner Sphere (Mixed)
Tonnage: 80
Configuration: Biped BattleMech
==================================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Endo Steel 4. Hand Actuator
5.Double Heat Sink 5. Sensors 5.Double Heat Sink
6.Double Heat Sink 6. Life Support 6.Double Heat Sink
1.Double Heat Sink 1.Double Heat Sink
2. ER Medium Laser (C) 2.PPC
3. ER Medium Laser (C) 3.PPC
4. Endo Steel 4.PPC
5. Endo Steel 5. Endo Steel
6. Roll Again 6. Endo Steel
Left TorsoCenter TorsoRight Torso
1.Double Heat Sink 1. Fusion Engine 1.Double Heat Sink
2.Double Heat Sink 2. Fusion Engine 2.Double Heat Sink
3.Double Heat Sink 3. Fusion Engine 3.Double Heat Sink
4.LRM 15 4. Gyro 4.Double Heat Sink
5.LRM 15 5. Gyro 5.Double Heat Sink
6.LRM 15 6. Gyro 6.Double Heat Sink
1. Artemis IV FCS 1. Gyro 1.Targeting Computer
2. LRM 15 (Ammo 8) [Artemis IV] 2. Fusion Engine 2.Targeting Computer
3. LRM 15 (Ammo 8) [Artemis IV] 3. Fusion Engine 3.Targeting Computer
4. CASE II 4. Fusion Engine 4. Endo Steel
5. Endo Steel 5. ER Medium Laser (C) 5. Endo Steel
6. Endo Steel 6. ER Medium Laser (C) 6. Endo Steel
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Endo Steel 5. Endo Steel
6. Endo Steel 6. Endo Steel
Battle Value Breakdown
Name/Model: Thug (Jörmungandr) THG-JMG
Technology: Inner Sphere (Mixed)
Tonnage: 80
Configuration: Biped BattleMech
===================================================================================================
Defensive Battle Rating
---------------------------------------------------------------------------------------------------
Armor (Standard): 232 x 2.5 x 1 580.000
Internal Structure (Endo Steel w/ Fusion Engine): 122 x 1.5 x 1 x 1 (+) 183.000 = 763.000
Gyro (Standard): 80 x 0.5 (+) 40.000 = 803.000
Defensive Movement Factor: +2 (*) 1.20 = 963.600
---------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 963.600
===================================================================================================
Offensive Battle Rating
---------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
6 (Base) + 34 (Heat Sinks) - 2 (Movement) - 35 (Weapons) = 3
Offensive Equipment:
PPC 220.000
LRM 15 w/ Artemis IV FCS (+) 163.200 = 383.200
ER Medium Laser (C) (+) 135.000 = 518.200
ER Medium Laser (C) (+) 135.000 = 653.200
ER Medium Laser (C) (+) 135.000 = 788.200
ER Medium Laser (C) (+) 135.000 = 923.200
LRM 15 (Ammo 8) [Artemis IV] (+) 17.000 = 940.200
LRM 15 (Ammo 8) [Artemis IV] (+) 17.000 = 957.200
Total 'Mech Tonnage: (+) 80.000 = 1,037.200
Speed Factor: 6 (Run) + 0 (Jump) (*) 1.120 = 1,161.664
---------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,161.664
===================================================================================================
BattleMech Battle Value
---------------------------------------------------------------------------------------------------
Defensive Battle Rating: 963.600
Offensive Battle Rating: (+) 1,161.664 = 2,125.264
---------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 2,125
Alpha Strike Conversion
Name/Model: Thug (Jörmungandr) THG-JMG
Technology: Inner Sphere (Mixed)
Tonnage: 80
Configuration: Biped BattleMech
====================================================================================================================================
Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
====================================================================================================================================
Determine Weight/Size Class
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Tonnage: 80 (greater than or equal to 80 and less than or equal to 100) = 4
------------------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
====================================================================================================================================
Convert Movement and Movement Modes
------------------------------------------------------------------------------------------------------------------------------------
Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"
====================================================================================================================================
Determine Short Range Damage Value
------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
34 (Heat Sinks) = 34
2 (Movement) + 35 (Weapons) - 4 (Base) (-) 33 = 1
Offensive Equipment: = 0.000
LRM 15 w/ Artemis IV FCS (+) 0.600 = 0.600
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 1.370
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 2.140
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 2.910
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 3.680
PPC [Targeting Computer] (+) 0.825 = 4.505
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.6
------------------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 5
====================================================================================================================================
Determine Medium Range Damage Value
------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
34 (Heat Sinks) = 34
2 (Movement) + 35 (Weapons) - 4 (Base) (-) 33 = 1
Offensive Equipment: = 0.000
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 0.770
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 1.540
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 2.310
ER Medium Laser (C) [Targeting Computer] (+) 0.770 = 3.080
PPC [Targeting Computer] (+) 1.100 = 4.180
LRM 15 w/ Artemis IV FCS (+) 1.200 = 5.380
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 5.4
------------------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 6
====================================================================================================================================
Determine Long Range Damage Value
------------------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
34 (Heat Sinks) = 34
2 (Movement) + 15 (Weapons) - 4 (Base) (-) 13 = 21
Offensive Equipment: = 0.000
PPC [Targeting Computer] (+) 1.100 = 1.100
LRM 15 w/ Artemis IV FCS (+) 1.200 = 2.300
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.3
------------------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 3
====================================================================================================================================
Convert Armor
------------------------------------------------------------------------------------------------------------------------------------
Standard: 232 armor points x 1 232.000 = 232.000
Armor Factor Conversion (/) 30 = 7.733
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Final Armor Value: 8
====================================================================================================================================
Convert Structure
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Engine: Inner Sphere Fusion on a 80 ton BattleMech = 6.0
------------------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 6
====================================================================================================================================
Determine Special Abilities
------------------------------------------------------------------------------------------------------------------------------------
Unit is equipped with CASE II = CASEII
Unit is equipped with forward facing weapons capable of firing indirectly = IF1
====================================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 5 (Short) + 6 (Medium) + 6 (Medium) + 3 (Long) = 20.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 22.000
Overheat Factor 0 (Overheat) (+) 0.000 = 22.000
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 23.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 23.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 22.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 24.200
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 24.000 = 25.000
Unit's Final Point Value:
Offensive Value = 23.000
Defensive Value (+) 25.000 = 48.000
------------------------------------------------------------------------------------------------------------------------------------
Final Point Value: 48
Cost Breakdown
Name/Model: Thug (Jörmungandr) THG-JMG
Technology: Inner Sphere (Mixed)
Tonnage: 80
Configuration: Biped BattleMech
==============================================================================================================================
Structural Cost
------------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (232 pts) 14.5 x 10,000 145,000.00
Internal Structure (Endo Steel): 80 x 1,600 x 1 (+) 128,000.00 = 273,000.00
Myomer (Standard): 80 x 2,000 (+) 160,000.00 = 433,000.00
Engine (Fusion): (5,000 x 320 x 80) / 75 (+) 1,706,666.67 = 2,139,666.67
Gyro (Standard): 4.0 x 300,000 (+) 1,200,000.00 = 3,339,666.67
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,539,666.67
Life Support: 50,000 (+) 50,000.00 = 3,589,666.67
Sensors: 80 x 2,000 (+) 160,000.00 = 3,749,666.67
Heat Sinks (Double): 17 x 6,000 (+) 102,000.00 = 3,851,666.67
Arm Actuators: 80 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 36,800.00 = 3,888,466.67
Leg Actuators: 80 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 56,000.00 = 3,944,466.67
------------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 3,944,466.67
==============================================================================================================================
Weapons and Equipment Cost
------------------------------------------------------------------------------------------------------------------------------
CASE II 175,000 175,000.00
ER Medium Laser (C) 80,000 (+) 80,000.00 = 255,000.00
ER Medium Laser (C) 80,000 (+) 80,000.00 = 335,000.00
ER Medium Laser (C) 80,000 (+) 80,000.00 = 415,000.00
ER Medium Laser (C) 80,000 (+) 80,000.00 = 495,000.00
LRM 15 (Ammo 8) [Artemis IV] [Empty Bin] 0 (+) 0.00 = 495,000.00
LRM 15 (Ammo 8) [Artemis IV] [Empty Bin] 0 (+) 0.00 = 495,000.00
LRM 15 w/ Artemis IV FCS 175,000 + 100,000 (+) 275,000.00 = 770,000.00
PPC 200,000 (+) 200,000.00 = 970,000.00
Targeting Computer 3 x 10,000 (+) 30,000.00 = 1,000,000.00
------------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 1,000,000.00
==============================================================================================================================
BattleMech Cost
------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 3,944,466.67
Weapons and Equipment Cost: (+) 1,000,000.00 = 4,944,466.67
BattleMech Cost Multiplier: 1 + (80 / 100) (*) 1.80 = 8,900,040.00
------------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 8,900,040.00