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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Thorn THE-S
Designer:           Catalyst Game Labs
Source(s):          Record Sheets: 3039 Unabridged
                    Record Sheets: 3039
                    Record Sheets: 3025 & 3026
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            20
Role:               Striker
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3035
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         1,522,320 C-Bills
Battle Value:       510

Chassis:              Chariot Type II 
Power Plant:          GM 120 
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Durallex
Armament:             
    2 Hellion Spitfire Medium Lasers
    1 Zeus LRM 5
Manufacturer:         Ford Military Limited
    Primary Factory:  Terra
Communications:       Olmstead 30
Targeting & Tracking: Omicron VII

================================================================================================
Overview:
    The Thorn is an older BattleMech design, incorporated into the Hegemony Armed Forces during
    the late twenty-fourth century. It was the first 'Mech to incorporate the Endo Steel II
    skeleton. The basic skeleton used an alloy produced by mixing high strength steel with
    lower-density titanium and aluminum in a zero-gee environment. The resulting alloy was twice
    as strong per unit of weight as alloys created using conventional techniques, but also
    bulkier.
    
    By the beginning of the Second Succession War, the orbital manufacturing facilities
    supplying this alloy had been destroyed. As a result, Ford Military had to use a heavier
    chassis for the Thorn, which required other trade-offs in order to keep the unit in
    production. Armor protection for the rear quadrant and head was reduced, and an innovative
    ammunition storage technique that protected the 'Mech from the catastrophic result of an
    ammo explosion was removed. These changes made the Thorn easier to manufacture, but
    significantly degraded its ability to survive a firefight.

Capabilities:
    The Thorn has received mixed reviews throughout its service. Supporters point out that the
    design packs more punch per ton than any other 'Mech. In a long-range toe-to-toe slugfest,
    the Thorn can usually reduce an opponent of equal weight to scraps in minutes.
    
    Like the Hussar, the Thorn was designed to serve in frontline combat units as a
    quick-reaction fire support platform, rather than a scout. Based on this goal, its inability
    to jump was not considered detrimental. Nonetheless, the many commanders who tried to use
    all light 'Mechs as scouts found the Thorn to be all but useless. The close-in ambush-style
    engagements that scouts typically face negated the firepower of the Zeus missile launcher,
    and the 'Mech did not have sufficient speed to quickly break off an engagement.
    
    Opponents of the design also note that a 'Mech cannot hit what it cannot reach. Though
    the 120 Class engine allows the 'Mech to run at a respectable speed, its lack of jump jets
    leaves the Thorn at a disadvantage if its target jumps behind a stand of trees or a
    convenient hill.
    
    This willingness to favor weapons over maneuverability has made the Thorn a favorite of
    'Mech companies looking for rapid fire support. 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 inside.
    
    The Thorn's main armament consists of two medium lasers. The design is noted as a "cool
    running" 'Mech, but the placement of one laser directly under the pilot's feet commonly
    deceives the MechWarrior into believing the Thorn is running hotter than the systems
    indicate. 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. This is a fortunate feature, because the launcher can easily be destroyed if the
    'Mech engages in hand-to-hand combat. The missile-feed system, which routes 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.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  2.00                     
Engine:                                     120 Fusion                 4.00                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 0                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   64                     4.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                       6              8       
    Center Torso (rear):                               4       
    R/L Torso:                          5              6       
    R/L Torso (rear):                                  3       
    R/L Arm:                            3              6       
    R/L Leg:                            4              7       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Medium Laser                                              H                 1          1.00             
LRM 5 (Ammo 24)                                           RT                1          1.00             
LRM 5                                                     RA                1          2.00             
Medium Laser                                              LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 18
TP: BM,  SZ: 1,  TMM: 2,  MV: 12"
Damage: (S) 2 / (M) 2 / (L) 0*,  OV: 0
Armor (A): 2,  Structure (S): 2
Specials: IF0*