TDR-4S Thunderstrike

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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
CrayModerator
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.
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.
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
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.
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
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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