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								General Details 
								Name:  Thunderbolt 10Type (Category):  Weapon (Missile)
 Reference:  Tactical Operations: Advanced Units & Equipment (p. 159)
 
 Description:
 Description not provided
 
 Game Rules:
 Game rules not provided
 
 
								Unit Type Availability 
								BattleMechsIndustrialMechsCombat Vehicles								 
									Inner Sphere Data (BattleMechs) 
										
											WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE| Prototype Date: | 3052 |  | Production Date: | 3072 |  | Extinction Date: | — |  | Recovery Date: | — |  
											RULES LEVEL PROGRESSION TABLE
												Heat Damage (Aero) Range (Aero) Rating Availability Cost (C-bills) Weight (Tons) Criticals Battle Value Direct-Fire Explosive 
												5 10/Msl (10) 5/6/12/18 (Medium) E — 175,000 7.000 2 127.000 — — 
												AMMUNITION COMBAT AND CONSTRUCTION TABLE
													Start Year End Year Rules Level 
												ALPHA STRIKE WEAPON CONVERSION TABLE
													Type Rounds Rating Availability Cost (C-bills) Weight (Tons) Battle Value Explosive Prototype Production Extinction Recovery Reference 
														Standard 6 E — 50,000 1 16.000 ✔ 3052 3072 — — TO:AUE (p. 159) 
												Special Unit Abilities
													Heat Short Medium Long Extreme Special Abilities 
													5 0.58 1 1 — Indirect Fire The special unit abilities described here are intended for use with the Alpha Strike rule system: MegaMek Output → Weapon List: Indirect Fire (IF) The Indirect Fire special ability allows a unit to attack a target without having a valid LOS to it via arcing missiles over the intervening obstacles, similar to how mortars and artillery work. This attack requires a friendly unit with a valid LOS to act as a spotter. The numerical rating for this ability indicates the amount of damage a successful indirect attack will deliver. Because they attack when other weapons cannot, damage from an indirect attack applies in place of the unit’s normal weapon attack.
 
 Units with the IF and LRM specials may make use of all alternate munitions and Special Pilot Abilities available to the LRM special when making indirect fire attacks, but are limited to using the LRM special ability’s long range value if it is lower than the IF special ability value.
  Thunderbolt 10										MegaMek Output → Critical Slot:   Thunderbolt 10										
										Record Sheet Output → Critical Slot:   Thunderbolt 10																													 
									Inner Sphere Data (IndustrialMechs) 
										
											WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE| Prototype Date: | 3052 |  | Production Date: | 3072 |  | Extinction Date: | — |  | Recovery Date: | — |  
											RULES LEVEL PROGRESSION TABLE
												Heat Damage Range Rating Availability Cost (C-bills) Weight (Tons) Criticals Battle Value Direct-Fire Explosive 
												5 10/Msl 5/6/12/18 E — 175,000 7.000 2 127.000 — — 
												AMMUNITION COMBAT AND CONSTRUCTION TABLE
													Start Year End Year Rules Level 
												ALPHA STRIKE WEAPON CONVERSION TABLE
													Type Rounds Rating Availability Cost (C-bills) Weight (Tons) Battle Value Explosive Prototype Production Extinction Recovery Reference 
														Standard 6 E — 50,000 1 16.000 ✔ 3052 3072 — — TO:AUE (p. 159) 
												Special Unit Abilities
													Heat Short Medium Long Extreme Special Abilities 
													5 0.58 1 1 — Indirect Fire The special unit abilities described here are intended for use with the Alpha Strike rule system: MegaMek Output → Weapon List: Indirect Fire (IF) The Indirect Fire special ability allows a unit to attack a target without having a valid LOS to it via arcing missiles over the intervening obstacles, similar to how mortars and artillery work. This attack requires a friendly unit with a valid LOS to act as a spotter. The numerical rating for this ability indicates the amount of damage a successful indirect attack will deliver. Because they attack when other weapons cannot, damage from an indirect attack applies in place of the unit’s normal weapon attack.
 
 Units with the IF and LRM specials may make use of all alternate munitions and Special Pilot Abilities available to the LRM special when making indirect fire attacks, but are limited to using the LRM special ability’s long range value if it is lower than the IF special ability value.
  Thunderbolt 10										MegaMek Output → Critical Slot:   Thunderbolt 10										
										Record Sheet Output → Critical Slot:   Thunderbolt 10																													 
									Inner Sphere Data (Combat Vehicles) 
										
											Combat Vehicle Specific Construction Rules| Prototype Date: | 3052 |  | Production Date: | 3072 |  | Extinction Date: | — |  | Recovery Date: | — |  May be mounted on Inner Sphere units in accordance with the following construction rules: WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE May not be mounted in the Body
											RULES LEVEL PROGRESSION TABLE
												Heat Damage Range Rating Availability Cost (C-bills) Weight (Tons) Criticals Battle Value Direct-Fire Explosive 
												0 10/Msl 5/6/12/18 E — 175,000 7.000 1 127.000 — — 
												AMMUNITION COMBAT AND CONSTRUCTION TABLE
													Start Year End Year Rules Level 
												ALPHA STRIKE WEAPON CONVERSION TABLE
													Type Rounds Rating Availability Cost (C-bills) Weight (Tons) Battle Value Explosive Prototype Production Extinction Recovery Reference 
														Standard 6 E — 50,000 1 16.000 ✔ 3052 3072 — — TO:AUE (p. 159) 
												Special Unit Abilities
													Heat Short Medium Long Extreme Special Abilities 
													— 0.58 1 1 — Indirect Fire The special unit abilities described here are intended for use with the Alpha Strike rule system: MegaMek Output → Weapon List: Indirect Fire (IF) The Indirect Fire special ability allows a unit to attack a target without having a valid LOS to it via arcing missiles over the intervening obstacles, similar to how mortars and artillery work. This attack requires a friendly unit with a valid LOS to act as a spotter. The numerical rating for this ability indicates the amount of damage a successful indirect attack will deliver. Because they attack when other weapons cannot, damage from an indirect attack applies in place of the unit’s normal weapon attack.
 
 Units with the IF and LRM specials may make use of all alternate munitions and Special Pilot Abilities available to the LRM special when making indirect fire attacks, but are limited to using the LRM special ability’s long range value if it is lower than the IF special ability value.
  Thunderbolt 10										MegaMek Output → Critical Slot:   Thunderbolt 10										
										Record Sheet Output → Critical Slot:   Thunderbolt 10																													 |  | 
	
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