BattleMech Technical Readout
Name/Model: Thunder THR-1L
Designer: Catalyst Game Labs
Source(s): Record Sheets: Jihad
Record Sheets: 3055 Upgrade
Record Sheets: 3055 Upgrades Unabridged
Record Sheets: 3055 & 3058
Record Sheets Volume 6, 3055 'Mechs
Technology: Inner Sphere
Technology Rating: E
Tonnage: 70
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3055
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 15,511,537 C-Bills
Battle Value: 1,471
Chassis: Hollis Mark III
Power Plant: Magna 350 XL
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None
Armor: Ceres Heavy with CASE
Armament:
1 Kali Yama Big Bore Autocannon/20
3 Ceres Arms Model W Medium Pulse Lasers
1 Sian/Ceres Jaguar LRM 5
Manufacturer: Ceres Metals Industries
Primary Factory: Capella, St. Ives, Sian
Communications: CeresCom Model 21-Rs
Targeting & Tracking: C-Apple Churchill
================================================================================================
Overview:
Following the Fourth Succession War, the Capellan Confederation was in a particularly poor
position because the Davion forces had captured so many of its 'Mech production facilities
in that war. Ceres Metals Industries was one of the few BattleMech factories left to the
Capellan military machine.
After producing numerous 'Mechs to fill the holes in existing units, Ceres was able to
expand its facilities. With so much new technology on the scene in the wake of the Clan
invasion, acquiring some of it was vital to the existence of the Confederation. Eventually,
the information came to the Capellans through the Free Worlds League.
The first new 'Mech to be produced from the new technology was the Thunder. The
designers wanted a 'Mech that would deliver plenty of punch without sacrificing
maneuverability on the battlefield. Romano Liao awarded the designers a citation of merit
when the new 'Mech walked out of assembly and into the ranks of her military.
Capabilities:
The THR-1L Thunder is a 70-ton heavy 'Mech. It is the Capellan Confederation's first 'Mech
design put into production following the Clan invasion.
The Kali Yama Big Bore autocannon is the 'Mech's main weapon, with tree tons of
ammunition for a total of 15 rounds of firing. Complementing the AC-20 is an LRM-5 rack in
the left torso area. It can fire 24 rounds, and is provided with one ton of ammo. The
Thunder also has three Ceres Arms Model W medium pulse lasers for close-combat support. Both
the autocannon and the missile ammo are protected by CASE.
The Thunder can move up to 81 mph, but is not jump-capable. Its Magna 350 XL engine
provides as much power as a standard 350, but at half the weight. The 'Mech also has eleven
double heat sinks to help dissipate heat from the weapon systems and from movement.
The Thunder is heavily armored for a 70-ton 'Mech, but the Capellans are banking on the
Thunder to engage 'Mechs up to half again its weight on the battlefield.
Because of the paranoia in the Capellan court, the designers believed it was best to
use only parts that could be produced in the Confederation. New and found technologies were
implemented in the Thunder, but all such finds were not available for use by the production
team. Different 'Mechs produced in the future should have additional improvements. Recent
negotiations with the Free Worlds League may be especially fruitful in this regard.
Deployment:
As of this writing, only three Thunder 'Mechs have been spotted in the field. It is not
known how many have been produced so far, nor if the three that have been observed have been
intentionally exposed.
No confrontations with the Thunder have been reported as yet. The three 'Mechs spotted
are on planets where a direct confrontation seems unlikely. It is assumed that the Capellans
will use the Thunder to replace 'Mechs in front-line units.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 7.00
Engine: 350 XL 15.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks (Double): 11 [22] 1.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 216 13.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 34
Center Torso (rear): 9
R/L Torso: 15 23
R/L Torso (rear): 7
R/L Arm: 11 22
R/L Leg: 15 30
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Medium Pulse Laser CT 1 2.00
Medium Pulse Laser RT 1 2.00
Autocannon/20 (Ammo 15) LT 3 3.00
CASE LT 1 0.50
LRM 5 LT 1 2.00
LRM 5 (Ammo 24) LT 1 1.00
Medium Pulse Laser LT 1 2.00
Autocannon/20 RA 10 14.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 44
TP: BM, SZ: 3, TMM: 2, MV: 10"
Damage: (S) 5 / (M) 5 / (L) 0*, OV: 0
Armor (A): 7, Structure (S): 3
Specials: AC2/2/-, CASE, IF0*
Distribution
Name/Model: Thunder THR-1L
Technology: Inner Sphere
Tonnage: 70
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.Autocannon/20
4. Hand Actuator 4. Roll Again 4.Autocannon/20
5. Roll Again 5. Sensors 5.Autocannon/20
6. Roll Again 6. Life Support 6.Autocannon/20
1. Roll Again 1.Autocannon/20
2. Roll Again 2.Autocannon/20
3. Roll Again 3.Autocannon/20
4. Roll Again 4.Autocannon/20
5. Roll Again 5.Autocannon/20
6. Roll Again 6.Autocannon/20
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4. LRM 5 4. Gyro 4. Medium Pulse Laser
5. Medium Pulse Laser 5. Gyro 5. Roll Again
6. Autocannon/20 (Ammo 5) 6. Gyro 6. Roll Again
1. Autocannon/20 (Ammo 5) 1. Gyro 1. Roll Again
2. Autocannon/20 (Ammo 5) 2. XL Engine 2. Roll Again
3. LRM 5 (Ammo 24) 3. XL Engine 3. Roll Again
4. CASE 4. XL Engine 4. Roll Again
5. Roll Again 5. Medium Pulse Laser 5. Roll Again
6. Roll Again 6. Roll Again 6. Roll Again
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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Tremendous shortrange punch on a fast, heavy chassis with excellent armor. The AC/20 will rip deadly holes and the pulse lasers will add to this. The LRM isn´t ment to hold up its own against enemies but to support your lancemates that lay covering fire while you dash in. Sure: the XL is dangerous in close combat situations but without it you won´t get there so fast.
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Member Review - mud : 27-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
The Good: The AC/pulse laser combo will ravage anything that gets close to this 'mech, and it has enough speed and armor to run down a lot of slower heavy 'mechs.
The Bad: An LRM-5 does not constitute a legitimate long range threat for a 'mech of this size. Against a lot of the 3055-3058 era XL 5/8 gauss toting heavy 'mechs, this thing will be shredded before it comes into effective range.
The Ugly: What happens to a light 'mech when you hit it with that AC/20.
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Member Review - DarkAdder : 13-Feb-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Fantastic for close up work, but its lacking in ranged combat. The LRM just isnt up to snuff, and can barely protect the mech at range.
The AC and medium pulse laser pack a punch that assault mechs would be envious of. Keep an eye on your heat, though. The triple pulse lasers can kick out alot of heat, so alpha strikes could cause an overheat and maybe explosion.
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Member Review - js : 10-Feb-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
Getting up close and personal
The good:
The Thunder is all about getting in close and dishing out damage. Almost everything about this 'Mech is designed with that in mind.
Speed - at 5/8, this has the speed to close the distance.
Armor - at 216 points, it's fully armored (it needs it since the speed comes at the price of an XL engine).
Close-in firepower - an AC20 backed by 3 medium pulse lasers? Sounds good to me. (Note: this was designed before LB-20X and Ultra AC20's became available. The LBX could easily be swapped in.)
The bad:
Long range firepower - an LRM5 is an annoyance. It isn't really dangerous to anything over 20 tons. But, of course, this 'Mech is not designed to stay at range.
The average:
Survivability - when you get in close it's nice to be able to walk away again - which is not a sure thing if you're riding in a Thunder. The XL engine and 4 tons of ammo are not reassuring. At least it has CASE.
Firepower - total firepower in close is only 38 points of damage - which is not bad, but also not as good as it could be. If you fire at a 2nd target at long range with the LRM5 you can do a bit more damage bringing the total up to a nice level. Still an AC20 makes big holes, so that tends to make up for the lack.
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