The Let's Play Archive

Battletech

by PoptartsNinja

Part 750: Mech Update: Thunderchild (Nova)

Alternate-Universe 3032 TRO Entry 2

Thunderchild (Nova)
Overview:

A solid performer, A ‘Mech like the Thunderchild would be the pride of any great House’s military; or even Our Blessed Order. Fast, versatile, and powerful; the Thunderchild seems to see only sparse use among Clan forces. It may have been a limited production or commemorative design, or perhaps the Clans are a superstitious lot. More likely, the Thunderchild’s “limited” long-range capabilities may be stigmatized by Clan ‘Mechwarriors, relegating an otherwise exceptional ‘Mech to only limited use.



Capabilities:
We’ve dubbed the most common Thunderchild the ‘Alpha’ variant, but like all Clan ‘Mechs the actual build and model number for the design is unknown. Sporting the impressive array of lasers which earned the Thunderchild its name, the ‘Mech can deliver an exceptional punch—at the cost of a great deal of heat. It also boasts superior electronic warfare systems which could easily enable the design to be a devastating Urban fighter.

If there were any doubt to the Thunderchild’s role as an Urban combatant, the Thunderchild Beta should end the speculation. Packing a massive LB 20-X Autocannon and enough ammunition to use it regularly, the Thunderchild is capable of crippling a lighter machine in an instant and mobile enough to make good use of a normally cumbersome heavy autocannon. The Beta’s armament is rounded out by a single medium laser and an array of four machine guns in the right arm, making the Beta an infantryman’s nightmare.

Another infighter, the Gamma variant makes only a single concession to long-range combat. Packing a Clan extended-range heavy laser, the Gamma is quite capable of sniping lighter or slower targets before closing in to unleash its six-pack Streak SRM systems. This variant of the Thunderchild seems a consummate duelist, and a capable pilot should easily be able to avoid the worst of the enemy’s fire without challenge.

An apparently unpopular variant, the Thunderchild Delta is built as a long-range sniper. Mounting a heavy laser and an LB 5-X Autocannon, the Delta is more than capable of pursuing and destroying any ‘Mech fleeing the battlefield. Like a vulture, this variant likely waits for an opportune moment to strike a wounded opponent. It also seems to serve the Clans as a command vehicle for scout lances; where its superior electronics and sensors—and TAG—allow it to act as an Artillery spotter. The Delta has appeared only among the Hell’s Horses, but we can only assume the Steel Vipers also field them to support their long-range Artillery ‘Mechs.

An oddity among Clan forces, and an extraordinarily rare version of the Thunderchild, the Epsilon variant seems purpose-built to shoot down Aerospace fighters in an atmosphere. Packing a trio of small LRM launchers, the Epsilon also packs an LB 5-X Autocannon for anti-fighter work. The ‘Mech’s arsenal is rounded out by a single medium laser. This support variant does not seem designed with battlefield longevity in mind, and is likely tasked with defending supply depots and convoys from aerial attacks.



Deployment:
None of the invading Clans make extensive use of the Thunderchild, although it seems all use it in some small numbers. The design seems most favored by the Hell’s Horses, but even that may be a stretch. From our limited intelligence, the Goliath Scorpions seem to field this ‘Mech quite infrequently, as only a single representative has been spotted among their forces.



Equipment:
Mass: 50 tons
Cruising Speed: 64.8 kph
Walking MP: 6
Maximum Speed: 97.2 kph
Running MP: 9
Jump Jets: 6
Jump Capacity: 180 meters
Jumping MP: 6
Armament: 16.5 tons of Pod Space available
Heat Sinks: 14 [28] (minimum)
Armor Factor: 169

Head Structure: 3
Head Armor: 9

Center Torso Structure: 16
Center Torso Armor: 24
Center Torso (Rear) Armor: 8

Left/Right Torso Structure: 12
Left/Right Torso Armor: 18
Left/Right Torso (Rear) Armor: 6

Left/Right Leg Structure: 12
Left/Right Leg Armor: 24

Left/Right Arm Structure: 8
Left/Right Arm Armor: 16

Standard Equipment:
Jump Jet – Right Torso
Jump Jet – Left Torso
Jump Jet – Right Leg
Jump Jet – Right Leg
Jump Jet – Left Leg
Jump Jet – Left Leg

Alpha Weapons and Ammo:
ER Medium Laser (x6) – Right Arm
ER Medium Laser (x6) – Left Arm
Clan ECM Suite – Center Torso
Heat Sink – Right Torso
Heat Sink – Right Torso
Heat Sink – Left Torso

Beta Weapons and Ammo:
LB 20-X Autocannon – Left Arm
ER Medium Laser – Right Arm
Machine Gun – Right Arm
Machine Gun – Right Arm
Machine Gun – Right Arm
Machine Gun – Right Arm
LB 20-X Autocannon Ammunition – Left Torso
LB 20-X Autocannon Ammunition – Left Torso
Machine Gun Ammunition (half ton) – Right Arm
CASE – Right Arm
CASE – Left Torso

Gamma Weapons and Ammo:
ER Large Laser – Right Arm
ER Small Laser – Right Arm
Streak SRM 6 – Left Arm
Streak SRM 6 – Left Arm
Streak SRM 6 – Left Arm
Streak SRM 6 Ammunition – Left Torso
Streak SRM 6 Ammunition – Left Torso
Streak SRM 6 Ammunition – Left Torso
CASE – Left Torso

Delta Weapons and Ammo:
ER Large Laser – Right Arm
LB 5-X Autocannon – Left Arm
LB 5-X Autocannon Ammunition – Left Arm
Active Probe – Right Torso
Clan ECM Suite – Right Torso
ER Small Laser – Left Torso
ER Small Laser – Left Torso
ER Small Laser – Left Torso
TAG – Center Torso
CASE – Left Arm

Epsilon Weapons and Ammo:
LRM 5 w/ Artemis IV – Right Arm
LRM 5 w/ Artemis IV – Right Arm
LRM 5 w/ Artemis IV – Right Arm
LRM 5 Ammunition – Right Arm
ER Medium Laser – Right Arm
LB 5-X Autocannon – Left Arm
LB 5-X Autocannon Ammunition – Left Arm
CASE – Right Arm
CASE – Left Arm