Rotwang
06/15/03 05:52 PM
213.224.83.135
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TDR-4S Thunderstrike
Chassis: Unknown Power Plant: Unknown 300 XL Cruising Speed: 43 Maximum Speed: 64,5 Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Armament: 4 PPCs Manufacturer: TharHes Industries Primary Factory: Tharkad Communications System: Unknown Targeting and Tracking System: Unknown
Overview: The original Thunderstrike was introduced in 2607 as a direct energy weapons fire support mech for Assault Lances. Designed to compete with machnes like the Flashman and Marauder. Orignally designed to mount 4 PPC's the interference from the weapons knocked out the cockpit electronics after only a few firings. The manufacturer had managed to hide this fact by adding an array of backup circuits that were missing in the production models. Soon after the delivery of the first 48 units the weakness of the mech was discovered during maneuvers. The cockpit systems went haywire and the mech spun out of control, switching from low-power to full power, during a mock fight against a dropship. The salvo hit an ammo container being loaded inside a special armoured bay inside the dropship, through one of the open bay doors. The resulting explosion killed 78 people, destroying a Union dropship and six mechs as well as killing the Thunderstrike's pilot who was ejected unexpectedly, breaking his neck. When Steiner designers found the specs for the Thunderstrike, they contemplated replacing the PPC's with a mix of lasers and LRM's, but it was after they received a detailed study of a Clan Masakiri cockpit from the NAIS, the the switch was made back to the PPC's. Unfortunately the finished prototype was not accepted for production, despite showing a zero failure rate after 600 firings (mechs mounting PPC's are rated at 250 firings for first failure). Only the need for mechs during the Fed Com Civil war finally got this design into production.
Capabilities: The Thunderstrike would have been a very welcome addition to the armies of the Inner Sphere prior to the Clan invasion, but the introduction of the ER PPC and other modern weapon systems have made the Thunderstikre somewhat redundant. Lacking short range weapons and hands it is vulnerable to attacks from faster machines at close range. The Thunderstrike performed poorly against Clan mechs in simulations, almost always outranged and outgunned. The Thunderstrike does perform adequately as a fire support mech. It does not require ammo and while somewhat handicapped in running battles it is both a good raider and garrison mech.[HARD RETURN]Although it fares poorly against newer Inner Sphere and Clan designs, it does have a considerable edge over older mechs as found in the Periphery. It is more mobile than the Awesome and carries an extra PPC. The abundance of heat sinks means the pilot doesn't have too worry about the heat gauge too much and can fire its weapons almost indefinitely from a static position.
Deployment: The Thunderstrike isn't an overly popular design. Rushed into production in the closing months of the Civil War, several dozen performed garrison duty all over Tharkad and other key worlds. Although the design was almost scrapped after the war, it was picked up by mercenaries who were looking for machines that had low maintenance costs. The reliablity and the high level of autonomy has prompted many merc units into picking up this design. Surplus numbers have found their way into many Fed-Com units as replacements for combat losses during the war. Apparently Comstar has shown interest in the design as well and have requested several models for testing purposes.
Known Variants: The Thunderstrike is such a specific design than many units have modified this mech to increase its flexibility. Usually this involves replacing one of the PPC's with a large laser, either pulse or ER. It is believed that the version Comstar is looking into will invariably feature a C3i computer, dramatically boosting the capabilities of this design.
TDR-4S Thunderstrike
Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: 7,5 Engine: 300 XL 9,5 Walking MP: 4 Running MP: 6 Jumping MP: 4 Heat Sinks: 20(40) - Double 10 Gyro: 3 Cockpit: 3 Armor Factor: 160 10
Internal Armor Structure Value Head 3 9 Center Torso 23 25 Center Torso(rear) 8 R/L Torso 16 16 R/L Torso(rear) 4 R/L Arm 12 17 R/L Leg 16 22
Weapons and Ammo Location Critical Tonnage PPC LA 3 7 PPC LT 3 7 Jump Jet LL 2 1 Jump Jet RL 2 1 PPC RT 3 7 PPC RA 3 7
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Cray
06/15/03 07:18 PM
65.32.253.120
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A bit thin-skinned, but wow, 4 PPCs and 20 DHS on a 4/6/4 platform.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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Karagin
08/25/09 11:49 PM
72.178.75.99
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If it doesn't shout down or lose any heat sinks you have the Alpha Strikers wet dream here.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Tripod
08/26/09 05:41 AM
192.91.75.30
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Hehe... Just went over the crit allocation in my head....sweet.... It does not require "Rifleman" arms. There is no mention of lower arm acc's...but that hands must be removed...
TBA
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Rotwang
08/31/10 09:16 AM
81.164.87.205
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Thunderstrike TRS-5S
Mass: 75 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: E/X-X-F Production Year: 3070 Cost: 16.218.125 C-Bills Battle Value: 1.713
Chassis: Unknown Standard Power Plant: Unknown 300 Fusion XL Engine Walking Speed: 43,2 km/h Maximum Speed: 64,8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor Armament: 2 PPCs 2 Snub-Nose PPCs 1 C3 Computer (Slave) Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Standard 114 points 7,50 Engine: XL Fusion Engine 300 9,50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 4,00 Heat Sinks: Double Heat Sink 20(40) 10,00 Heat Sink Locations: 2 LT, 2 RT, 2 LA, 2 RA Gyro: Standard 3,00 Cockpit: Standard 3,00 Actuators: L: SH+UA R: SH+UA Armor: Standard Armor AV - 176 11,00
Internal Armor Structure Factor Head 3 9 Center Torso 23 26 Center Torso (rear) 7 L/R Torso 16 23 L/R Torso (rear) 6 L/R Arm 12 16 L/R Leg 16 22
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Snub-Nose PPC RA 10 2 6,00 Snub-Nose PPC LA 10 2 6,00 PPC RT 10 3 7,00 PPC LT 10 3 7,00 C3 Computer (Slave) CT 0 1 1,00 Free Critical Slots: 6
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17 4j 4 4 2 0 3 0 Structure: 3 Special Abilities: C3S, ENE, SRCH, ES, SOA
An update to the Thunderstrike involved replacing two PPC's with a pair of Snub-nosed PPC's. Accurate at close range they are very effective at deterring close range attacks. The room freed up by this allowed designers to install a C3 slave and increase the armour with one ton. The option to replace the C3 with a medium laser or a TAG is available.
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Schevv
09/16/10 10:35 AM
91.33.24.191
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Nice design, especially the updated variant with the Snub-Nose PPC.
Maybe for another variant one SN-PPC could be replaced with a ER-L-Laser and 2 more Heat Sinks added, if there is enough space, though? The PPCs could be ER then. Would allow a nice alpha-strike at close range and moderate firepower at long range
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Tripod
09/16/10 02:00 PM
24.155.70.171
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The 4S version shows jump jets as...
Jump Jet LL 2 1 Jump Jet RL 2 1
Shouldn't it be...
Jump Jet LL 2 2 Jump Jet RL 2 2
??
TBA
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