Changelog
- Update (Latest): 2025-10-15Â Updated to include four new variants from Shrapnel 22.
- Published: 2025-05-14
The Thanatos is the first ‘Mech we’ve reviewed originally created for a video game – in this case Mechwarrior 4: Vengeance. TRO: 3067 released just a few years after the game came out and included the Thanatos, Argus, and Hellspawn (among other ‘Mechs not yet available in plastic). Something about its loadout never quite clicked right for me in the game (or possibly I just had better options before it became available) so I never used it much, despite loving how it looks.

It was originally designed to emulate the Summoner (Thor) omnimech, though changes during the in-universe development process left it only really sharing the movement profile – it’s better armored and has a very different weapon load. As a 3061 ‘Mech, it’s a relatively early C3 carrier, which is a bit strange as a FedCom ‘Mech instead of one built by the Draconis Combine. If you were to stick with MUL availability I’m not sure how good a lance you’d be able to build around making use of it.
Chassis
At 75 tons, the Thanatos is at the top end of the heavy class with good armor coverage – the least armored variant is still at 90% coverage with 208 pips. That said, using an XL engine to allow the relatively heavy armor load does leave it brittle and vulnerable to death by ammo explosion or torso removal. Most variants move 5/8/5, and all jump, so it’s pretty well established as being a heavy skirmisher.
Variants
These mechs have all been reviewed based on a standard F through S scale, which you can find described on our landing page here (along with all of our other ‘mech reviews, the name of the box you can buy to get any of the mechs we have covered, and our general methodology).

TNS-4S
Moving 5/8/5, the base model is running a mixed energy and missile loadout with an MRM 20, ER large laser, medium pulse laser, and pair of ER medium lasers. Electronics backing it up include a C3 slave and ECM suite, which do play nicely together – as long as you use the ECCM advanced rules, you can set the ECM in counter mode and use it to help keep your C3 network online. I’m not particularly fond of the weapon load on this, even in a C3 network the MRMs are dogshit with their hit penalty and bad range bands. The rest of the weapons aren’t doing a whole lot of damage, this variant costs 1,844 BV and the hardest single hit it can do is 8 whole damage.
Jack’s Rating: C-
TNS-4T
Dropping the speed down to 4/6/4 we’re in more traditional Inner Sphere heavy mech range, which gives us a whole lot more room for weapons. In this case we switch the energy loadout to a 4-pack of medium pulses, keep the MRM 20, and pick up an LB 20X-AC. The MRM is still bad, but it’s no longer the only way to deal real damage – the pulses give it real ability to fight small mechs, and the autocannon punches big holes or crit seeks well. Despite the increased weapon load, you can really see how much speed matters to BV here – this variant is only 1,760 BV. If we could turn the MRM into some SRMs or filling out some of the remaining armor I’d love this variant, as is I merely like it. Assuming your mech is reasonably safe on the first turn it’s going to be worth dropping one ton of MRM ammo, as there’s no way you’re going through 24 turns of shooting it.
Jack’s Rating: B-
TNS-6S
On our third movement profile in as many variants, the 6S packs on improved jump jets and a light engine to move 4/6/6. To me this is the most interesting movement profile we’ve gotten, the 4/6 ground movement is enough to get around well, with 6 jump being able to set up some real strong positions to work from. It’s packed on a bit more armor as well, up to 224 points (just barely shy of full), so it’ll generally stick around pretty well despite the XL gyro adding a bit of CT risk. Weapons load gets a little weird, with a heavy PPC, three LRM 5s, and pairs of ER medium lasers and regular medium lasers. Having the can opener of the heavy PPC is nice, and the trio of LRM 5s is an interesting play on carrying an LRM 15 – you’re more likely to put at least some damage on target, though likely to be doing less total damage. I’m confused about the mixed medium lasers. 26 heat sinking makes firing the PPC and both ER lasers good, but adding in the regular mediums (or trio of LRMs) puts you into movement penalties if you’re building any movement heat. If you’re going to do that, they may as well have also been ER mediums so you’ve got a bit of extra range flexibility, and I don’t see a situation where you fire just the four various medium lasers and not the heavy PPC. 1,936 BV is the most expensive variant so far, and I’m not sure it’s worth it – though I’m not sure it isn’t either. It’s a durable, mobile heavy PPC with some OK backup weapons, I just wish those weapons had a bit more synergy.
Jack’s Rating: C

TNS-6S2
Essentially the same as the 6S, this just trades the C3 slave computer to put CASE II on the LRM ammo. Unless you badly want the C3 this is always a better pick, despite going up to 1,975 BV.
Jack’s Rating: C
TNS-6T
Going back to our 5/8/5 movement profile, this variant takes the 4S and pivots it towards being more of a brawler. While the mix of ER medium and medium pulse lasers remains the same, the ER large is swapped for a snub PPC and the MRMs for a MML 9 launcher (with CASE II for the ammo). All of a sudden the weapon set is way better – the snub does more damage at useful ranges and the MMLs give you crit seeking. It’s a little oversinked being at -1 heat at a run – I’d rather drop a heat sink for a touch more armor, but that’s not a big deal and helps absorb any heat from jumping. This is one of those ‘mechs that you’ll rarely regret including in a force, even if it’s not doing anything particularly flashy. 1,830 BV is middle-upper range on an IS heavy mech, but this is making very effective use of it.
Jack’s Rating: B+

TNS-7D
Just from looking at the cost – all 2,571 BV of it – you can probably guess pretty well what’s happened here. Clan tech! It maintains the 5/8/5 move profile and is pretty much a direct clantech clone of the 4S – large pulse, medium pulse, two ER mediums, and an LRM 20. For electronics it’s still carrying the c3 slave and an ECM suite, and it did pack in CASE II for the ammo. It’s a pretty reasonable weapon load and is heat neutral at a run, so there’s nothing beyond the price to actively complain about – but that price is eye watering for a heavy mech running an inner sphere XL engine. I just don’t think you’re going to get your money’s worth most of the time.
Jack’s Rating: C-
TNS-7D2
Just a minor tweak on the 7D, this trades the ECM suite out for Artemis V on the LRMs. It’s 2,608 BV, which is again more than I’d want to pay for a heavy with an IS XL, but I think getting that accuracy and cluster bonus for only 37 BV is worth it.
Jack’s Rating: C-
TNS-4S (Felix)
Our one unique variant is very similar to the 4S with just a hair more armor. The biggest change is the replacement of the MRM launcher for nine rocket launcher 10s, which I’d call an absolute win. Instead of a missile launcher that rarely hits, and doesn’t do a ton of damage when it does hit, you’ve got the possibility to set up good shots once and then pile on the damage. Still, rocket launcher mechs are more of a meme than a truly effective choice, and the laser battery is only marginally improved over the 4S with the addition of a targeting computer. With the cost of this ballooning to 2,122 BV you can absolutely find more effective mechs to fill a 5/8/5 cavalry role.
Jack’s Rating: D
Conclusion
Where the Falconer is a mid-long range mobile skirmisher, the Thanatos aims to be a high mobility brawler. While many of the initial variants failed at this, Shrapnel 22 finally gave us the 6T, which I find to work fantastically. The 4T can be interesting as a 4/6/4 LBX-20, but the slower speed and short ranged weapon don’t pair particularly well. The 6T is something with the speed to get in your face, the weapons to be a threat, and is priced well.
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