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Feb 16th, 2016
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  1. Thug THG-14Qr
  2.  
  3. Mass: 80 tons
  4. Tech Base: Inner Sphere
  5. Chassis Config: Biped
  6. Rules Level: Tournament Legal
  7. Era: Clan Invasion
  8. Tech Rating/Era Availability: E/X-X-E-A
  9. Production Year: 3070
  10. Cost: 8,860,440 C-Bills
  11. Battle Value: 1,563
  12.  
  13. Chassis: Unknown Endo-Steel
  14. Power Plant: Unknown 320 Fusion Engine
  15. Walking Speed: 43.2 km/h
  16. Maximum Speed: 64.8 km/h
  17. Jump Jets: None
  18. Jump Capacity: 0 meters
  19. Armor: Unknown Standard Armor w/ CASE
  20. Armament:
  21. 2 LB 10-X ACs
  22. 2 SRM-4s
  23. Manufacturer: Unknown
  24. Primary Factory: Unknown
  25. Communications System: Unknown
  26. Targeting and Tracking System: Unknown
  27.  
  28. Overview:
  29. Originally introduced in 2572 by Maltex as a replacement for the Warhammer, the
  30. THG-1OE Thug admirably fulfilled the role of an all-purpose assault 'Mech.
  31. Using the maxim "the best defense is a strong offense" as a design parameter,
  32. the designers kept the Warhammer's firepower while strengthening the new
  33. BattleMech's armor protection. Maltex produced Thugs until 2835, when their
  34. primary plant was destroyed. Since then, Earthwerks has continued production
  35. under its license from Maltex.
  36.  
  37. Earthwerks has not allowed the post-Star League degradation of Inner Sphere
  38. technology to hurt the Thug much. Earthwerks designers replaced the original
  39. Thug's specialized ammunition storage bins with traditional ammo bins and more
  40. armor; they have also replaced the lightweight armor previously used on the
  41. Thug and other 'Mechs with armor common to all armies of Inner Sphere. The net
  42. result is a 'Mech no less effective in combat, though the pilot is considerably
  43. less safe should the 'Mech's ammunition be hit in combat or cook off from
  44. overheating.
  45.  
  46.  
  47. Capabilities:
  48. The Thug is an impressive design that has withstood the vagaries of battle for
  49. centuries. Its heat sinks allow it to sustain a continual barrage from its twin
  50. PPCs, and it has enough armor to survive any return fire. Should enemies close
  51. with the Thug, its pilots can engage their twin SRM launchers or devastate
  52. opponents with crippling physical attacks.
  53.  
  54. In general, Thug pilots initially remain at long range to support their
  55. lancemates and pummel the enemy with the 'Mech's twin Donal PPCs, one of which
  56. is mounted in each arm. Because of the superior protection afforded by the
  57. Thug's more than fourteen tons of Durallex armor, the Thug can withstand all
  58. but the most concentrated long-range firepower.
  59.  
  60. After almost a full minute of long-range bombardment, Thug pilots often move
  61. in on damaged opponents. The able Holly short-range missile racks come into
  62. their own at close ranges, their barrage of warheads exploiting the openings
  63. torn in a foe's armor by earlier fire. Special dilating covers on the Thug's
  64. side torsos protect the launchers when not in use, which can also surprise an
  65. opponent not familiar with the design.
  66.  
  67. Because they are built to last, these BattleMechs see almost constant battle.
  68. The original equipment of the Thug had to be replaced over the years as parts
  69. become worn beyond repair or were destroyed outright. Ironically, technicians
  70. have had to modify stockpiled supplies for the Warhammer to replace the Thug's
  71. weapons. Newer Thugs are now built with these parts, eliminating the need for
  72. extensive field modifications to make the weapons fit their new housings.
  73.  
  74.  
  75. Additional:
  76. From TRO 3025 (revised edition).
  77.  
  78.  
  79. Distribution from RS 3025/3026.
  80.  
  81.  
  82. Entered by Josh Helton, aka Maverick.
  83.  
  84.  
  85. ================================================================================
  86. Equipment Type Rating Mass
  87. --------------------------------------------------------------------------------
  88. Internal Structure: Endo-Steel 122 points 4.00
  89. Internal Locations: 1 HD, 1 CT, 4 LT, 4 RT, 2 LL, 2 RL
  90. Engine: Fusion Engine 320 22.50
  91. Walking MP: 4
  92. Running MP: 6
  93. Jumping MP: 0
  94. Heat Sinks: Double Heat Sink 10(20) 0.00
  95. Gyro: Standard 4.00
  96. Cockpit: Standard 3.00
  97. Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
  98. Armor: Standard Armor AV - 232 14.50
  99. CASE Locations: 1 LT, 1 RT 1.00
  100.  
  101. Internal Armor
  102. Structure Factor
  103. Head 3 9
  104. Center Torso 25 33
  105. Center Torso (rear) 10
  106. L/R Torso 17 24
  107. L/R Torso (rear) 8
  108. L/R Arm 13 25
  109. L/R Leg 17 33
  110.  
  111. ================================================================================
  112. Equipment Location Heat Critical Mass
  113. --------------------------------------------------------------------------------
  114. LB 10-X AC RA 2 6 11.00
  115. LB 10-X AC LA 2 6 11.00
  116. SRM-4 RT 3 1 2.00
  117. SRM-4 LT 3 1 2.00
  118. @LB 10-X (Cluster) (10) RA - 1 1.00
  119. @LB 10-X (Slug) (10) RA - 1 1.00
  120. @LB 10-X (Cluster) (10) LA - 1 1.00
  121. @LB 10-X (Slug) (10) LA - 1 1.00
  122. @SRM-4 (25) LT - 1 1.00
  123. Free Critical Slots: 12
  124.  
  125. BattleForce Statistics
  126. MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 16
  127. 4 3 3 2 0 4 0 Structure: 6
  128. Special Abilities: CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0, FLK 1/1/1
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