Thanatos

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Revision as of 22:55, 17 February 2018 by Fire-hound (talk | contribs) (Variant E: Added the fluff and going to ride it - now on - to check how it applies :^])
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Thanatos
Thanatos.jpg
Thanatos.jpg
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 10 upon destruction
Tier: 6
Speed: 85 km/h (120 km/h with MASC)
Torso yaw: 360°
Torso pitch: -34° to +40° while standing
-35° to +49° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 92 100 CBills
Total armor: 68 325
Engine Size:
A:
Price: 96 700 CBills
Total armor: 65 128
Engine Size:
B:
Price: 88 800 CBills
Total armor: 65 128
Engine Size:
C:
Price: 90 600 CBills
Total armor: 71 524
Engine Size:
D:
Price: 96 300 CBills
Total armor: 71 524
Engine Size:
E:
Price: 88 100 CBills
Total armor: 65 128
Engine Size:
F:
Price: 81 100 CBills
Total armor: 65 128
Engine Size:
G:
Price: 89 500 CBills
Total armor: 68 325
Engine Size:

All stats current as of release 0.15.3

The Thanatos is a large, powerful, Inner Sphere Heavy Mech. With its heavy armor, wide array of Weapons, and high speed and maneuverability for an IS heavy Mech, the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of Equipment, making it a very adaptable Mech capable of excelling in nearly any combat situation. Particularly, three variants of Thanatos come with GECM, making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.

Roles and Gameplay Hints

Prime

The Thanatos Prime packs an Energy Weapon-heavy loadout consisting of an ERLBL, 2 ERMBLs, and a single MPL. This powerful array of Lasers lends the Prime variant good damage capabilities at nearly any range, and when supplemented by its MRM30, the Thanatos Prime can put alot of hurt on a target very quickly. GECM and C3 allows it to stay relatively concealed while sharing its radar information with allies, while Standard Jump Jets afford it additional maneuverability and poptarting capabilities. The Prime variant has excellent combat longevity due to both it's large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 5 extra DHS, the Thanatos Prime suffers a bit when it comes to heat management.

Variant A

The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty HGauss. Supplemented by 4 ERMBLs, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added LAMS and GECM systems also afford it decent survivability. Standard Jump Jets can make it a devastating ambusher when used with Passive Radar. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra Dual Heat Sinks, and though carrying 2 Free Tons, ammo can be a serious concern as this only affords a total of 12 HGauss rounds. The greatest weakness of this variant is it's greatest strength - The Heavy Gauss mounted on its arm is a very easy target with little armor, leaving it the first thing aware pilots shoot at. After taking down the primary gun, this variant remains relatively harmless.

Variant B

The Inner Sphere's only part time Arrow boat, the Thanatos B sports a single ArrowIV launcher, backed by a trio of LBX2 and an ERPPC. The Arrow launcher, with all of its quirks, forces the asset's operation to revolve around it. This mean you will need a forward observer to direct your artillery fire, or a vantage point that affords you to crouch in order to get a manual lock. An iNARC launcher allows the variant to attach targeting beacons to targets 800m out. The backup weapons are not too formidable damage-wise, but allow it provide decent direct fire support up to 1200m away with its autocannons and out to 900m with its ERPPC. Care must be taken not to disable friendly NARC beacons, although in theory it could deal with an approaching enemy unit while still pelting the designated target with artillery. In practice, its 2 DHS mean significant heat issues, especially when taking its Jump Jets into account, which are better off being used by themselves while getting into position or escaping, rather than for jumpsniping purposes.

Variant C

The Bully's twin brother, separated at birth, sporting the heaviest armor in the heavy class bar none and blistering close range firepower. The Thanatos C caries a UAC20, a formidable brawling weapon by itself, accompanied by a just as fearsome DSRM6. 4 SPL round up the variant's close range firepower. Five DHS handle the significant heat competently during short engagements, but prolonged engagements with all guns firing, especially if the pilot can keep the autocannon from jamming, will fry it right up. A meagre two free tons, one for each of its ammo hungry main weapons, mean that the Thanatos C will find itself retreating to rearm even if it doesn't need to repair.

Variant D

Nicknamed "The Bully", the Thanatos D will jump you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. Equipped with an LBX20 on one arm, a DSRM6 on the other and a trio of MPL on its torsos, the Thanatos D can make use of a tighter window of engagement despite sacrificing some dps compared to the C thanks to swapping autocannon models. 3 DHS mean heat is harder to manage and the laser array will often have to go unused. The remaining tonnage is enough for a GECM, allowing the Bully to keep an eye on its victims while staying hidden, while 3 free tons can keep its weapons fed for a good while, without completely relieving it of ammo woes.

Variant E

This one is as poptart as one gets. The two spare SRM2 launchers are there rather to threaten enemy's aim than it's welfare. To maximize this effect the mechwarrior is advised to fire them in succession to the other weapons rather than at once. Utilizing this break for the other two weapon groups, the cool LB-5-X trio and the ERPPC, are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoot's the fastest. Especially with the ever hot ERPPC on the table. Is the enemy outside of the SRM2 pair reach, the game is quite more relaxed - borderline fun and satisfying. The two main weapon groups both converge on 900 meters making thus the range from 350m to 900m it's sweet spot or a kill zone for slower targets, while cutting no slack even for the flying fast movers with the quite rewarding LB-5-X trio effective even against them. The weary plot is advised to remember - while both taxing the only two DHS, the Standard Jump Jets generate no profit them selves, whereas properly a placed ERPPC slug quite does. All in all, one formidable, far reaching mech, for a seasoned pilot who can control himself when the push comes to shove.

Variant F

The cheapest Thanatos variant due to a complete lack of supporting equipment and plain weaponry, the Thanatos F is by no means weak. Its weaponry consists of an LRM20 launcher for long range indirect fire support, an LBX10 for anything medium range or closer, and an array of beam lasers covering every size and range, from a single LBL, to a pair of MBL and 4 ERSBL. The Thanatos F is a versatile mech capable of engagements at every range, but a very tight sweet spot where all guns can fire, existing between the 400m reach of the small lasers and its missile launcher's minimum range. 3 DHS struggle with the bursts of heat generated by the laser array and missile launcher, while its free ton usually carries an extra nine shots of LRMs. Despite being able to rely on energy weapons, the asset will find itself making ammo runs often if it wants to sustain its peak damage potential.

Variant G

The Thanatos G is a high DPS/large window of engagement variant ideally suited for mid range fighting rather than outright in-your-face brawling. Equipped with a trio of MXPL and a RAC5 it deals both energy and ballistic flavours of constant damage streams, with pilots having the choice of firing everything at once or dedicating a separate group for the sake of not outright overheating the RAC. A single MRM10 provides a bit of burst, but being the smallest of its kind means, yet again, the highest firing rate amongst MRM launchers. Being the only Thanatos to sport Improved Jump Jets means that it's the most agile of its variants. 7 DHS do their best to manage the variant's constant heat output.

Canon

The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate Thor capabilities hit the market.

The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an Extended Range Large Laser, 2 Extended Range Medium Lasers, a single Medium Pulse Laser and an impressive set of electronics including an ECM Suite, a C3 slave and Jump Jets. 13 tons of armor gave this Mech respective defense.
BattleTech Reference