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                 BattleMech Technical Readout

Name/Model:         Thorn (CWC) THE-N2
Designer:           khanwolverine
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            20
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3061
Rules (Current):    Tournament Legal
Rules (Era):        Tournament Legal
Rules (Year):       Tournament Legal
Total Cost:         2,347,120 C-Bills
Battle Value:       1,070

Chassis:              Chariot Type IV Endo Steel
Power Plant:          Ford 120 100 XL
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  [108 kph] 
Jump Jets:            Ford Light Lifters 
    Jump Capacity:    150 meters
Armor:                Ford Light Ferro-Fibrous
Armament:             
    1 Mk. 46 Type IV LRM 10 w/ Artemis IV FCS
    2 Series 7Ja ER Medium Lasers
Manufacturer:         Ford Military Limited
    Primary Factory:  Texas Orbital Facility 2
Communications:       Opus I Ultrabeam
Targeting & Tracking: Orion 80

================================================================================================
Overview:
    The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during
    the late 24th Century. It was the first 'Mech to incorporate the Endo Steel II Skeleton. The
    Thorn was unveiled with tremendous hype, but initial reviews were mixed.  Commanders later
    agreed that Endo Steel II had obvious advantages but would not be suitable for all 'Mechs.
    
    The Thorn was designed to serve in front-line combat units.  Its inability to jump was
    not considered unusual for this type of duty, but commanders who tried to use all light
    'Mechs as scouts found the Thorn to be useless.  Once separated from company mates, the
    Thorn's heavier armor and greater firepower were no match for a quicker opponent.

Capabilities:
    The Thorn has had mixed reviews for the entire length of its service.  Supporters point out
    that the design packs more punch per ton than any other 'Mech and that its armor is also the
    best of its size. In a toe-to-toe slugfest, the Thorn can usually reduce an equal weight
    opponent to scrap in minutes.
    
    Opponents of the design note that a 'Mech cannot hit what it cannot reach. Although the
    120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets
    leaves the Thorn in the dust of other light 'Mechs. The Zeus Long-Range Missile system only
    partially offsets this lack of pursuit ability.
    
    This favoring of armor and weapons over maneuverabilty has made the Thorn a favorite of
    front-line light companies.
    
    The weapon placement and ease of maintenance have given the design high marks in every
    technician's manual. The arms and legs are completely accessible, allowing a service crew to
    actually enter the limbs and work on repairs from the inside.
    
    The Thorn's main armament consists of twin medium lasers. These identical weapons
    further imrove maintenance and are extremely efficient.  The design is noted as a "cool
    running" 'Mech, but the placement of one laser directly under the pilot's feet makes the
    Thorn seem to be running hotter than it really is. Extensive cooling is provided in the
    cockpit area, but the lack of an effective venting system for the medium laser makes
    repeated firing uncomfortable for the pilot.
    
    The Zeus Long-Range Missile system is extremely accurate, and the arm mount allows the
    pilot to switch targets quickly. If damaged, the entire system can be replaced in a few
    hours, which is fortunate as the launcher can easily be destroyed if the 'Mech engages in
    hand-to-hand combat. The missile-feed system, which passes reloads from the torso storage
    compartment, is average at best.  If damaged, reloads can become lodged in the upper arm,
    where additional damage has been known to cause detonation, destroying the arm.

Variants:
    The Clan Wolverine standard production model utilized an XL engine and Ferro armor.  This
    allows for the inclusion of jump jets and Artemis FCS for the missile system.  In addition
    the size of the launchers was increased and MASC was added to increase battlefield mobility.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 1.00                     
Engine:                                       100 XL                   1.50                     
    Walking MP:                                 5                                               
    Running MP:                               8 [10]                                            
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  1.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   67                     3.50                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                       6              8       
    Center Torso (rear):                               2       
    R/L Torso:                          5              8       
    R/L Torso (rear):                                  2       
    R/L Arm:                            3              6       
    R/L Leg:                            4              8       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Medium Laser                                           H                 1          1.00             
Jump Jet                                                  CT                1          0.50             
2 Jump Jets                                               RT                2          1.00             
2 Jump Jets                                               LT                2          1.00             
LRM 10 w/ Artemis IV FCS                                  RA                1          2.50             
LRM 10 (Ammo 12) [Artemis IV]                             RA                1          1.00             
ER Medium Laser                                           LA                1          1.00             
MASC                                                      LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 23
TP: BM,  SZ: 1,  TMM: 2,  MV: 12"/10"j
Damage: (S) 3 / (M) 3 / (L) 1,  OV: 0
Armor (A): 2,  Structure (S): 1
Specials: CASE, IF1