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Marauder II MAD-3E
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Castro
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Joined: 01-May-2018 08:00
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PostPosted: 13-May-2025 11:44    Post subject: Marauder II MAD-3E Reply to topic Reply with quote

TRO: Marauder II MAD-3E
                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-3E
Designer:           Castro
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         12,013,000 C-Bills
Battle Value:       3,098

Chassis:              Type W3 Endo-steel Endo Steel
Power Plant:          GM 300 300 
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Chilton 600 
    Jump Capacity:    90 meters
Armor:                Valiant Lamellor
Armament:             
    2 Kolibri Delta Series Large Pulse Lasers (C)
    1 ChisComp 87 Large Re-engineered Laser
    2 Series PPS-XIX Medium Pulse Lasers (C)
    2 Martell Medium Lasers
    1 Beamsplitter Laser Anti-Missile System (C)
    2 ChisComp 2000 ER Small Lasers
Manufacturer:         General Motors
    Primary Factory:  Kathil
Communications:       Dalban Micronics with Watchdog CEWS
Targeting & Tracking: Dalban HiRez II with Advanced Targeting Computer

================================================================================================
Overview:
    First built in 3012, the Marauder II is a successful attempt to take the firepower of the
    Marauder and combine it with the reliability and ruggedness of an assault chassis.
    
    In 3010 officers of the famous Wolf's Dragoons mercenary unit contracted with Blackwell
    Industries of New Valencia on the project of modifying the highly successful 75-ton Marauder
    into a 100-ton assault 'Mech. Working from existing plans the design phase proved to be very
    short, the process of reinforcing the Marauder chassis turned out to be easier than
    expected, enhanced by the removal of the finicky and temperamental General Motors Whirlwind
    Autocannon for a much simpler Large Laser. First appearing with the famous Zeta Battalion
    before spreading to Alpha Regiment, the Dragoons' enemies soon learned to fear the
    appearance of Marauder IIs as foreshadowing a major advance, as for the remainder of the
    Third Succession War it remained the exclusive property of the mysterious Dragoons.
    
    This changed after the Fourth Succession War when Colonel Jaime Wolf authorized Blackwell to
    increase production and allow outside buyers access, on the provision that each sale had to
    be approved by the Dragoons. Now spreading in limited numbers, the largest buyer outside the
    Dragoons would be the Miller's Marauders mercenary unit, famed for its almost exclusive use
    of the Marauder chassis and the secret loan of its DropShips to Zeta Battalion for their
    climactic rescue of the rest of the Dragoons on Crossing. When new unit commander Major
    Susan Barber expressed interest in the Marauder II, Colonel Wolf gave Blackwell the go-ahead
    to supply her with all she needed, by the Clan Invasion the now renamed Barber's Marauder II
    would boast almost a regiment's worth of the fearsome assault 'Mech.
    
    Though Barber's Marauder II would help drive the considerable interest and demand for the
    powerful assault 'Mech, they would also damage its seeming aura of invincibility following
    their ignoble destruction by Clan Jade Falcon on Koniz in June 3064. Seeking to rekindle
    interest in their flagship 'Mech following its disastrous showing on Koniz, GM/Blackwell
    noted the Vicore Industries triggered refresh of "classic" designs to develop a more
    powerful and visually refreshed model. The resulting MAD-4S variant was the first widely
    available Marauder II, Wolf's Dragoons' easing of sale restrictions partly motivated by
    profit but also as a means to punish the Lyran Alliance for the theft of the Blackwell
    developed light fusion engine, as of 3067 selling the 'Mech to all interested parties save
    those the Dragoons were fighting against in the Chaos March; the Word of Blake and the
    members of Trinity Alliance.
    
    The demand for the Marauder II would only increase in the Jihad following the Blakist
    destruction of GM and Blackwell's production facilities for the 'Mech as part of their
    vendetta against the Wolf's Dragoons, with many salvaged examples in use among the nations
    of the Inner Sphere in a large number of variations following the Blakists' fall, the most
    notable being the MAD-6D developed by the Federated Suns and shared with the Republic of the
    Sphere.
    
    As the Dragoons' Marauder II factory on Outreach didn't survive the Jihad, Irian BattleMechs
    Unlimited purchased the design plans from the Dragoons and, after retooling their Awesome
    lines on Irian, began producing the newly acquired design. During the Dark Age Era, the
    Republic of the Sphere ordered Irian to shut down many of their 'Mech production lines,
    including the Marauder II - however, they never ceased producing them.

Capabilities:
    The Marauder II 3E was introduced in 3140 specially for the Free Worlds League as an
    upgraded model to the Marauder 3E built around 800 years ago. With the proliferation of Clan
    technology throughout the Inner Sphere, the 3E features both a mix of Clan and Inner Sphere
    Technology to aid its pilots in battle. Furthermore - the designers of this variant sought
    to create a mech that has a full complement of energy weapons - ergo allowing the mech to
    deploy in prolonged campaigns without the need to be resupplied for ammunition.
    
    Starting with the Clan technology - this variant mounts a pair of Clan Large Pulse Lasers in
    either arm, providing accurate firepower from quite a distance away.  Furthermore, it
    contained two Clan Medium Pulse Lasers, to provide a small amount of mid-range punch if
    mechs closed the distance. Internally, the Marauder II 3E contains 19 clan double heat
    sinks, in order to dissipate much of the heat that the energy weapons produce in the mech.
    The Marauder also installs two forms of clan electronic equipment: a Targeting Computer and
    a Watchdog CEWS system. While the Targeting Computer system provides the pilot with a boost
    to accuracy and range; the Watchdog CEWS allows the pilot to be protected by an ECM
    disruption bubble while also gathering targeting data through the Active Probe. Mounted on
    the right torso, engineers were also able to fit a Clan Laser Anti-Missile System which
    provided even more defense by shooting down incoming missile weaponry. These various
    equipment's provided the perfect defensive and offensive electronic suites that suitably
    gave the Marauder II its command mech status among many MechWarrior's.
    
    For Inner Sphere weapons and equipment, the mech has a complement of two Martell Medium
    Lasers and ER Small Lasers - located in each of the arms and right torso. This mech also
    features am experimental new weapon - the Re-Engineered Large Laser, which provided it
    further offensive power against Hardened and reflective armour that seem all too prevalent
    in the ilClan era. The Marauder II 3E also boasts three Jump Jets for mobility.

Deployment:
    While limited, the Marauder II 3E experienced most of its combat on the Periphery of the
    Free Worlds League. Its sole usage of energy weapons in lieu of ammunition made it a
    favorite among Mechwarrior pilots or mercenary companies that spent many months waiting for
    resupply or reinforcements.
    
    Sadly, The Marauder II 3E was not without its flaws, potent though it was. In addition to
    the vast amount of heat that the mech produced while firing its weapons; the rotation rings
    connecting the chassis with the leg assemblies was a similar weak point in the design. Many
    Marauder II pilots took to mounting improvised armoring around these points in an attempt to
    protect these vulnerabilities. The powerful HiRez tracking system, located in the forward
    section of the 'Mech, was also known for impeding the pilot's field of view.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo Steel (C)               5.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                       19 [38] (C)                 9.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  307                    19.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             46       
    Center Torso (rear):                              16       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Arm:                           17             34       
    R/L Leg:                           21             42       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Medium Pulse Laser (C)                                    H                 1          2.00             
Jump Jet                                                  CT                1          2.00             
Medium Pulse Laser (C)                                    CT                1          2.00             
2 ER Small Lasers                                         RT                2          1.00             
Jump Jet                                                  RT                1          2.00             
Large Re-engineered Laser                                 RT                5          8.00             
Laser Anti-Missile System (C)                             RT                1          1.00             
Jump Jet                                                  LT                1          2.00             
Targeting Computer (C)                                    LT                6          6.00             
Watchdog CEWS (C)                                         LT                2          1.50             
Large Pulse Laser (C)                                     RA                2          6.00             
Medium Laser                                              RA                1          1.00             
Large Pulse Laser (C)                                     LA                2          6.00             
Medium Laser                                              LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 62
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 6 / (M) 6 / (L) 3,  OV: 1
Armor (A): 10,  Structure (S): 8
Specials: AMS, ECM, ENE, LPRB, RCN, WAT
		
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