Thor

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Thor
Thor.jpg
Class: Heavy Mech
Faction: Clan
Ticket cost: 10 upon destruction
Tier: 5
Speed: 86.4 km/h
Torso yaw: 220°
Torso pitch: -24° to +40° while standing.
-24° to +50° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 93 400 CBills
Total base armor: 57 620
A:
Price: 94 800 CBills
Total base armor: 61 403
B:
Price: 97 700 CBills
Total base armor: 57 620
C:
Price: 91 100 CBills
Total base armor: 57 620
D:
Price: 95 500 CBills
Total base armor: 61 403
E:
Price: 104 500 CBills
Total base armor: 57 620
F:
Price: 93 600 CBills
Total base armor: 57 620
G:
Price: 97 000 CBills
Total base armor: 57 620

The Thor is a low-cost Clan Heavy Mech designed around straightforward weapon packages. Combining high armor with high speed and maneuverability with its integrated Jump Jets - most units mounting the new and improved version, the Thor's various configurations are well suited for a variety of engagements. While it may mount less overall firepower compared to other heavy Clan Mechs, the Thor is still a significant threat, and a pilot can compensate for any lowered firepower by using the Thor's maneuverability to his advantage. The Thor variants are very limited on electronics, however, so pilots would do well to remain in Passive Sensors unless radar use becomes absolutely necessary. All Thor models mount their strongest weapon in their left arm, and have more armor on this arm than on the right one. The Thor arms lack articulation, however, and the free-reticle aiming mode does almost nothing for the unit.

Roles and Gameplay Hints

Prime

The Thor Prime maintains a simplistic load-out designed to engage targets at long to mid range. A cERPPC is capable of hitting targets up to 900m away, and the cLRM20 can reach even further out, while a cLBX10 delivers solid support over all ranges of engagement. Recent engineering corrections replaced the cLBX20 with the 10, allowing the prime to finally deliver all of its weapons within the same range bracket. However, the result is that the Prime is decidedly more long-range focused, doing particularly well at anti-air roles. Its single free ton is usually dedicated to spare missiles as its autocannon is ammo efficient enough. Equipped with iJJ it's capable of manoeuvring over rough terrain, controlling engagement range and jumpsniping. Its 6 DHS do a good job of dissipating heat, but the spikes its bigger weapons cause must still be respected.

Variant A

The Thor A is one of the more popular variants of the Thor, and it's easy to see why: The entire weapons combination makes for a devastating close range brawler at a low price, the lowest of all close ranged Thor variants. The primary weapon of this variant is the monstrous cUAC20, able to quickly tear enemy Mechs to shreds, even those much larger than the Thor. A cDSRM6 can be used to further damage opponents, and the cLPL can hit enemies at longer ranges while still being effective up close. Both are useful as back up weapons between cUAC20 barrages. Pilots should be wary of heat however, as the four Heat Sinks may quickly be overtaxed if the pilot is not careful, particularly if rushing the target through use of jump jet use.

Variant B

Similar to the Prime, yet focused on more of a long- and medium-range fire-support role. The B variant's primary weapon is a cGauss, which is well supported for passive long range engagements by the EOptics package. Support weapons include a cHLL, and a ATM9 for medium-range punishment. However, this variant still has issues of its own. While much shorter than the LRM20 of the Prime, the ATM9 also has a minimum effective range, which pilots must keep in mind. Brawling should be avoided, and the Improved Jump Jets help to maintain position. Also, the cHLL builds tremendous heat, which will quickly cause problems for the pilot after repeated use.

Variant C

Like the Prime and the A, the Thor C's weapons package focuses on a specific range of engagement; unlike the A variant, the C is designed exclusively for long-range fighting. To this end, the Thor C mounts a cERPPC, a CERLBLs, and a cLRM20 with an extra ton of ammo, which combined are capable of dealing notable damage to opponents from a distance. Re-engineering has also favored this variant, receiving EOptics in addition to being the only Thor with a radar package, the Bloodhound Active Probe is a welcome addition to any long-range fire support unit. Mounting Improved Jumpjets for maneuvering, the Thor C improves to 10 DHS to keep its heat generation in check.

Variant D

A brawler similar to the A, Thor D trades longer ranged weapon options for stealth. Sporting a cLBX20, 2 HMLs and a shoulder mounted ATM(HE)6, it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its Improved Jumpjets, it mounts a GECM suite. This makes it the only Thor capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Like the A, the D includes an extra ton of armor - a welcome aspect for any dedicated brawler. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 6 DHS are, surprisingly, adequate to manage its heat generation as long as pilots respect its heat spikes.

Variant E

A new take on the popular long-range fire support role, the E variant has a straight forward and simple design. As usual, the primary weapon is mounted in the well protected left arm, in this case a Clan Gauss Rifle. Two cERPPCs round the unit out nicely, the shoulder mounted one is great for just peaking over a rise and fading back below. As the unit is long-range focused, the integrated jump jets are only the standard variety, however that makes room to pack a couple extra heat sinks into the unit giving it a total of 8 DHS.

Variant F

A straightforward long range mech, the Thor F sports three cERLBL and a shoulder mounted ATM12(ER). Assisted by EOptics the unit is perfectly happy standing all the way back at the edge of 900m and blasting targets with its full firepower. Even further away, up to 1250m, its missiles can give anyone caught in the open a hard time. Equipped with iJJ it's even capable of jumpsniping in cases it needs to stay behind cover. Its long range and high accuracy make it a very capable anti-air platform. Two free tons give its missile launcher plenty of reloads, but even with eight DHS pilots will need to control the lasers' heat spikes with chain fire.

Variant G

A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two HLL to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its UAC20, arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Unlike most other close range equipped Thors, this variant is equipped with Standard Jumpjets, although it can be argued that it wouldn't handle the added heat of the improved version. Nine DHS bring heat levels fast enough, to the point that especially maniacal pilots could try jumpsniping.


Canon

A heavy OmniMech with good mobility, the Summoner, dubbed the Thor in the Inner Sphere, has often been unfairly compared to the Timber Wolf (Mad Cat). The Summoner handles cleanly and conversely better than its seventy-five ton counterpart, while carrying less firepower. Its main weapons load out (LB-10X AC, ER PPC and LRM 15) gives it hitting power at all ranges, but little staying power once the ammunition runs out, a common trait to most of its base configurations. The 'Mech originated with the Jade Falcons, and remains a popular design in the heavy and assault clusters of the Falcon touman.

BattleTech Reference