MechDB Misadventures, Part 9: Grand Summoner
A recent update to MechWarrior Online added a new Clan heavy OmniMech to the game - the 70-ton Grand Summoner/Thor II. Although descended from the original Summoner, it trades its predecessor's jump jets for an Endo-Steel structure, saving a fair bit of weight without losing too much internal space. However, the Thor II debuted in 3093 AD in the BattleTech timeline, which makes its inclusion in MWO (whose current setting is around 3067 AD) somewhat anachronistic. Even so, players and fans alike have been wondering for years about how well it would fare if it were to be featured, and I am pleased to say that, despite (or due to) its design philosophy of sacrificing some mobility for even more firepower, it's just as fun to play as its predecessor has always been.
There are currently four variants on offer. The B configuration (with one missile hardpoint each in the arms, plus one and three such hardpoints in the right and left torso OmniPods, respectively) focuses mainly on missiles, and can serve as a brawler or long-range missile boat. An example of the former (with a single Clan ER Large Laser for backup) is shown below.
Above: A custom configuration based on the Grand Summoner/Thor II SMN-II-B set of 8 OmniPods intended primarily for close-range missile brawling, with a Clan ER Large Laser in the center torso for softening up targets at longer ranges while the Grand Summoner closes in for the kill.
The C configuration's hardpoint arrangement generally mimics that of the Summoner SMN-C, but is considered to be more favorable due to having three energy hardpoints (one in each arm and a third in the center torso OmniPod) instead of two, while the ballistic and missile hardpoint now reside in the left and right torsos, respectively. This makes it less prone to being disarmed if both arms are blown off. Although the stock loadout (which combines a Clan LB 20-X Autocannon with a pair of Clan Large Pulse Lasers, a Clan Streak SRM-4 launcher, and a Clan Flamer) is meant for brawling, it can also be used for sniping, as the custom loadout below shows.
Above: A long-range loadout for the Grand Summoner/Thor II SMN-II-C set of 8 OmniPods combining dual Clan ER Large Lasers with a Clan Gauss Rifle for accurate direct-fire sniping, with a Clan LRM-15 launcher assisted by Targeting Acquisition Gear and a Clan Active Probe for some indirect fire support.
Alternatively, you could go all in on Clan ER Large Lasers with this variant; to that end, you must install the B and P right and left torso OmniPods, respectively, since they have an extra energy hardpoint each. Fit a Clan ER Large Laser to each energy hardpoint (of which this custom build has five - one in each arm and side torso, plus a fifth in its center torso), then fill out the remaining critical slots with at least nine Clan Double Heat Sinks - you may swap a ton of armor for a tenth heat sink, a Clan Active Probe, or a Clan Mk1 Targeting Computer if you wish. If you want even more accuracy, you may replace even more heat sinks with a larger Targeting Computer, although you'll sacrifice some heat capacity in the process.
Above: This custom configuration for the Grand Summoner SMN-II-C utilizes the B variant's right torso and the P variant's left torso, gaining two additional energy hardpoints, for a total of five. By filling all of those with Clan ER Large Lasers, and installing ten additional double heat sinks, it can effortlessly snipe at long range for long periods, only stopping to cool down to avoid overheating.
The Hero variant, the SMN-II-T "Talon", focuses heavily on ballistics, with two ballistic hardpoints in each arm and side torso OmniPod. In addition to this, both side torso OmniPods also house an energy hardpoint each, and its fixed center torso-mounted supercharger provides a higher maximum running speed. However, it's unlikely that you'll use more than one pair of ballistic hardpoints with the set of 8, due to tonnage and space limitations. It's still theoretically possible, but not often recommended, as the following build shows:
Above: Fitting eight Clan Heavy Machine Guns to a Grand Summoner Talon is indeed possible, especially with each gun having two tons of ammunition each (16 in all), but this seems excessive even for a Clan heavy OmniMech. When combined with the dual Clan Heavy Large Lasers, though, you can unleash high-DPS salvos for long periods of time.
A more sensible option would be to use only one each of the side torso-mounted ballistic hardpoints and ignore the rest, allowing you to use the arms as shields, or swap their armor for more ammunition or equipment, as shown with the dual Clan Ultra Autocannon/10 build shown below.
Above: With a Clan Ultra Autocannon/10 and Clan Heavy Medium Laser in each side torso, this is a more typical loadout for the Grand Summoner Talon set-of-8. You could remove as much armor from each arm as the chassis allows (plus one point from the head) to install two more tons of ammunition for the autocannons if desired - and I'd recommend this change.
The P variant (an apocryphal configuration created specifically for MWO) has a more generalist hardpoint arrangement: each arm OmniPod has a ballistic and energy hardpoint each, while the left and right torso OmniPods, in addition to having an energy hardpoint each, contain a missile and AMS hardpoint, respectively. Here's an example of a mixed long-range loadout using the SMN-II-P set of 8 OmniPods:
Above: A mix of ballistics, lasers, and even an LRM launcher on this Grand Summoner SMN-II-P make it a deadly long-range combatant, but it tends to run hot if you alpha strike too often.
Finally, the E side torso OmniPods (which are sold separately, and not as part of a base chassis) have four built-in Class III Improved Jump Jets each as fixed equipment. These components have the same space and mass requirements as a Clan Targeting Computer Mk2 (2 tons and 2 critical slots each), but provide more jump distance while also generating less heat. Here's an example of a custom loadout using both of the E side torsos:
Above: This custom Grand Summoner SMN-II-C carries the SMN-II-E side torsos, which have four Improved Jump Jets as fixed equipment, providing unprecedented agility for its mass. This is especially useful for attacking targets from unexpected places using its arm-mounted Beam Lasers.
In short, if you want a Summoner but would rather trade agility for more spare tonnage, the Grand Summoner/Thor II is worth considering, and any loadout with at least one of the E side torso OmniPods can be quite entertaining to play as.