Thunder Hound
Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 9 024 167 C-Bills
Battle Value: 689
Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 75,6 km/h
Maximum Speed: 118,8 km/h (151,2 km/h)
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
15.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 67 points 2,00
Internal Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 280 8,00
Walking MP: 7
Running MP: 11 (14)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 134 7,00
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 12
L/R Leg 10 19
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Equipment Location Heat Critical Mass
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MASC LT - 2 2,00
Free Critical Slots: 31
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 7
9 0 0 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: Prime Cost: 10 206 117
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 856
Equipment Type Rating Mass
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Jumping MP: 6 (Standard)
Jump Jet Locations: 3 LT, 3 RT 3,00
CASE Locations: RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Streak SRM-6 RT 4 2 3,00
MASC LT - 2 2,00
2 Small Pulse Lasers RA 4 2 2,00
Large Pulse Laser LA 10 2 6,00
@Streak SRM-6 (15) RT - 1 1,00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
9/4j 3 3 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: Prime Second Cost: 10 032 867
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 856
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2,50
CASE Locations: RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ATM-6 RT 4 3 3,50
MASC LT - 2 2,00
Small Pulse Laser RA 2 1 1,00
Large Pulse Laser LA 10 2 6,00
@ATM-6 (20) RT - 2 2,00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
9/3j 3 3 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: A Cost: 10 333 867
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 460
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 3,00
Heat Sink Locations: 1 RT, 1 LA, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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2 ER Medium Lasers RT 10 2 2,00
2 ER Medium Lasers LT 10 2 2,00
MASC LT - 2 2,00
ER Large Laser RA 12 1 4,00
ER Large Laser LA 12 1 4,00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 25
9 3 3 2 0 2 2 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: A Second Cost: 10 267 367
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 066
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 5,00
Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Heavy Large Laser RT 18 3 4,00
MASC LT - 2 2,00
Targeting Computer LT - 2 2,00
2 Heavy Medium Lasers RA 14 4 2,00
2 Heavy Medium Lasers LA 14 4 2,00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 21
9 4 4 0 0 2 2 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: B Cost: 10 591 117
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 204
Equipment Type Rating Mass
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CASE Locations: RT, RA 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ECM Suite CT 0 1 1,00
LRM-15 RT 5 2 3,50
Artemis IV FCS RT - 1 1,00
ER PPC LT 15 2 6,00
MASC LT - 2 2,00
2 Machine Guns RA 0 2 0,50
@LRM-15 (Artemis) (16) RT - 2 2,00
@MG (200) RA - 1 1,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 22
9 4 3 3 0 2 0 Structure: 2
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: B Second Cost: 9 952 367
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 832
Equipment Type Rating Mass
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CASE Locations: LT, RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ATM-9 RT 6 4 5,00
2 AP Gauss Rifles LT 2 2 1,00
MASC LT - 2 2,00
Large Pulse Laser LA 10 2 6,00
@ATM-9 (14) RT - 2 2,00
@AP Gauss Rifle (40) LT - 1 1,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
9 4 4 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: C Cost: 9 654 867
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 639
Equipment Type Rating Mass
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CASE Locations: RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Gauss Rifle RT 1 6 12,00
MASC LT - 2 2,00
@Gauss Rifle (8) CT - 1 1,00
@Gauss Rifle (16) RT - 2 2,00
Free Critical Slots: 18
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 16
9 2 2 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: D Cost: 10 354 867
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 179
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2,50
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ER Large Laser RT 12 1 4,00
Streak SRM-4 RT 3 1 2,00
LRM-10 LT 4 1 2,50
MASC LT - 2 2,00
Medium Pulse Laser LA 4 1 2,00
@Streak SRM-4 (25) RT - 1 1,00
@LRM-10 (12) LT - 1 1,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 22
9/3j 3 3 2 0 2 1 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: E Cost: 10 287 054
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 724
Equipment Type Rating Mass
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CASE Locations: LT, RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ER Small Laser CT 2 1 0,50
2 LRM-10s RT 8 2 5,00
Artemis IV FCS RT - 2 2,00
LRM-10 LT 4 1 2,50
Artemis IV FCS LT - 1 1,00
MASC LT - 2 2,00
@LRM-10 (Artemis) (24) RT - 2 2,00
@LRM-10 (Artemis) (24) LT - 2 2,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 17
9 3 3 3 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
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Loadout Name: E Second Cost: 9 875 104
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 661
Equipment Type Rating Mass
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CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Small Laser CT 2 1 0,50
2 ATM-6s RT 8 6 7,00
ATM-6 LT 4 3 3,50
MASC LT - 2 2,00
@ATM-6 (20) RT - 2 2,00
@ATM-6 (20) LT - 2 2,00
Free Critical Slots: 17
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 17
9 5 4 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 9 703 867
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 127
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 3,00
Heat Sink Locations: 1 LT, 2 RT
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Medium Pulse Laser RT 4 1 2,00
Medium Pulse Laser LT 4 1 2,00
MASC LT - 2 2,00
2 Medium Pulse Lasers RA 8 2 4,00
2 Medium Pulse Lasers LA 8 2 4,00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 21
9 5 5 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: H Cost: 9 936 267
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 389
Rules Level: Advanced Rules
Equipment Type Rating Mass
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CASE Locations: LT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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Arrow IV Missile RT/RA 10 8/4 12,00
MASC LT - 2 2,00
Small Pulse Laser LA 2 1 1,00
@Arrow IV (Homing) (10) LT - 2 2,00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
9 3 1 0 0 2 0 Structure: 2
Special Abilities: OMNI, ARTAC, CASE, SRCH, ES, SEAL, SOA
Overview
Following the success of their previous new designs, Clan Ice Hellion was once more contacted by Clan Star Adder that came with the blueprints for a new light Medium ‘Mech with “enough firepower, speed and armour†to rival any or almost any known Medium ‘Mech and proposed to work together to produce them.
Quick tempered as always, Clan Ice Hellion took the gauntlet and tried to outmatch their opponents. Some of the members of the Laborer Caste thought that the demand of the Warrior Caste was just a waste of precious resources as several Light ‘Mechs weighing almost the same were under production and that priority should be given to “heavier†designs. These dissidents were quickly silenced by the overwhelming support for this project, which earned it the name Thunder Hound, for a specie known for its speed and pack mentality.
Capabilities
At 40 tons, the Thunder Hound is indeed the lightest Medium ‘Mech possible. Following the new engineering tradition well established by know, Clan Ice Hellion spared no expense on this design to make it fast, well protected and well armed.
The use of a XL Engine and a MASC gives it a top speed of more than 150 kph, making it as fast as most Light ‘Mechs and quicker than almost all Medium ones. Thanks to its 7 tons of Ferro-Fibrous, it is also well protected with 15 tons of available pod space, more than one third of its total mass.
Configuration Prime is a an all-around fighter designed with what was thought as the perfect mix of firepower and mobility. 6 Jump Jets allow it to jump up to 180 meters, in par with the distance jumped by famous lighter designs like the Wasp, Stinger or Phoenix Hawk.
The precise “knifes†come into the form of a Large Pulse Laser in the Left Arm and a Streak SRM-6 with one ton of ammo in the Right Torso, enough for most battles thanks to the extra precision provided by the Streak system. Two Small Pulse Lasers round up the design to deal with minor threats and targets.
Configuration Prime Second is a slight upgrade of Configuration Prime with an ATM-6 and two tons of ammo providing the same number of missile tubes but with more range or raw damaging power, depending on the preferences of the Warriors. This extra flexibility comes at the cost of a Jump Jet and a Small Pulse Laser.
Configuration A is a pure energy boat able to stay forever on the battlefield thanks to its twin ER Large Lasers and 4 ER Medium Lasers. The addition of 3 Double Heat Sinks allows it to fire at the longest range possible without having to worry too much about Heat. At closer ranges, it can only fire in brackets but the flexibility and redundancy provided by the twin weapon systems was seen as worth this small sacrifice.
Configuration A Second is another technological upgrade first brought by Clan Smoke Jaguar that decided to exchange the ER Lasers of Configuration A for Heavy ones coupled with a Targeting Computer for increased precision. 15 Double Heat Sinks allows this ‘Mech to run cool if the ‘MechWarrior doesn’t forget to avoid alpha-striking while the torso-mounted Heavy Large Laser and the 4 Heavy Medium ones located in the Arms would be too demanding for the Heat system of the Thunder Hound.
Configuration B is another generalist Configuration able to fire at longer and shorter ranges thanks to the use of a torso-mounted ER PPC, a LRM-15 with Artemis IV (provided with two tons of ammo, something generous for the Clans), two Machine Guns and an ECM Suite. The main difference with Configuration Prime is the lack of Jump Jets making it a little less mobile. The odd choice to mount the ER PPC in the torso seems to be a trademark of the new generation of ‘Mechs designed by Clan Ice Hellion as they seem to think that a full hand system is needed.
In Configuration B Second, Clan Coyote decided to go further in terms of raw firepower while keeping the same spirit as Configuration B. A Large Pulse Laser in the Left Arm replaces the ER PPC and an ATM-9 the LRM-15 (the two tons of ammo giving it a little more flexibility as the previous missile system). The Machine Guns were upgraded to AP Gauss Rifles. This extra punch at all ranges prevents both the use of an ECM Suite and the use of Jump Jets.
Configuration C seems a bit odd for the Clans until one remembers the preferred ‘Mech of Khan Cage, the Hussar or the preferred weapon choices of Clan Goliath Scorpion, the designer of this Configuration. With only one Gauss Rifle and three tons of ammo, this ‘Mech can snipe thanks to the precise aiming displayed by most Clan Warriors and withdraw at will, dictating the tempo of the battle.
Configuration D is another flexible design with several weapons designed to be efficient at different ranges and against different targets. An ER Large Laser and a LRM-10 can deal with those staying at longer ranges while a Medium Pulse Laser and a Streak SRM-4 are added for closer ranges. 5 Jump Jets allow this ‘Mech to jump up to 150 meters.
With 3 Artemis IV LRM-10 and 4 tons of ammo, Configuration E is designed with only one goal : to rain down missiles after missiles on its target. An ER Small Laser is the only extra weapon should it run out of ammo (even if its ground speed should allow the Thunder Hound to withdraw without any harm).
Configuration E Second replaces the LRM-10 by 3 ATM-6 with 4 tons of ammo, allowing for some extra flexibility by the careful selection of the missiles heads used.
The main goal of Configuration F is to destroy as many infantry and Elementals as it can, a need that came out from the earliest simulations made by Clan Star Adder and that was also made into the previous new OmniMechs designed by Clan Ice Hellion. With 6 Medium Pulse Lasers spread all across the ‘Mech and 3 extra Heat Sinks to allow them to fire at will, this Configuration is deadly against both unprotected and protected infantry.
Configuration H is the contribution of Clan Hell’s Horse to the Thunder Hound. With their unique approach to warfare and the importance of combining the different arms, the Warriors of this Clan have always been partial to the use of artillery on the battlefield and the ground speed of the Thunder Hound with its “huge†pod space were seen as the perfect test bed for an Arrow IV System in the right side of the ‘Mech with two tons of ammo and a Small Pulse Laser to protect it should anyone come too close. According to some, the Thunder Hound was used for this test as it was light and thus “not so expensive should the experiment prove to be a failure.†This statement was never publicly approved and those spreading it were quickly challenged to a Trial and lost it.
Battle History
A Star of Thunder Hounds in its Configuration H has been successfully used by Clan Star Adder in their latest wargames to improve their tactics against Inner Sphere units. The mix of artillery firepower and speed is something unknown to the Inner Sphere and according to the different simulations would have a huge morale and efficiency effect by making them believe that several artillery Stars are operating in the neighbourhood, bringing precious support to units that might need it.
However, these simulations are only that and it is unknown if they will be right.
Deployment
Surprisingly and in spite of its pack mentality, the Thunder Hound has been quickly both adopted by and spread to all Clans.
However only one Clan has managed to acquire the producing rights for it, the Goliath Scorpions, which in spite of their limited resources have found a certain interest in this ‘Mech thanks to its use in most Configurations of direct-fire weapons and thus the need for precise aiming, something that speaks to most Warriors of this Clan.
Famous ‘MechWarriors
The most infamous Thunder Hound so far is a rogue Smoke Jaguar that went berserk during the battle of Luthien and destroyed unit of infantry after unit of infantry as well as a lot of civilians in his/her Configuration F. Probably because of their shame, the Smoke Jaguars haven’t shared any info on this Warrior, quoting the ‘Mech as Gangrel. A bounty has been promised by the Draconis Combine for the head of this Warrior and of this ‘Mech, which vanished after Luthien.