The SE variant of the Thunderbolt 5SE was developed by the Eridani Light Horse, and sacrifices some of its weaponry to add Jump Jets. Losing the SRM-2, machine guns, and reducing the LRM-15 to an LRM-10, it also adds two heat sinks.
A well-rounded close range mech that can reliably use two LRM racks - but it works better by putting those support hardpoints to use together with SRM racks.
A versatile mech. When outfitted with 1x Large laser, 3x Medium lasers, 1x SRM6, 1x SRM4, 1x SRM ammo, 3x MG, 1x MG ammo, 3x jumpjets with the rest in heat sinks. This build has a potential 195 alpha strike at medium range with a potential 240 at close range. It is nearly as maneuverable as a grasshopper while being better at medium range albeit with poorer heat management. The large laser is a focused damage dealer with all of its damage going to one place. Swapping the 1x Large laser with 2x Medium lasers and 3 heatsinks would add an additional 10 damage and save 3 units of heat. Instead opt for 2 Medium lasers with 2 heatsinks and an additional jumpjet for maneuverability on par with a grasshopper.
5x M Lasers, 3x S Lasers, 2x SRM 6, 4x JJs - Put an Exchanger, Heat Bank, Rangefinder (I don't often get head hits in this chassis), a Gyro, and even an arm mod all fit in and make this a BEAST.
Thunderbolt SE models lose a little of their firepower in exchange for mounting Jump Jets. The greater mobility is intended to allow for more precision attacking maneuvers, though it all depends on the battlefield terrain.
While this mech is versatile and effective, it has a major flaw that can be exploited. Most of it's armament lies in it's left torso. By maintaining a right side facing toward the enemy the pilot can protect their weapons. A targeted strike against the left torso can neuter the opponent leaving only 1x Large laser at their disposal. The S variant has a much more balanced hardpoint distribution but only has 2x support hardpoints instead of 3x.
This page was last edited on 24 October 2020, at 06:21.
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