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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-10E
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:         11,327,000 C-Bills
Battle Value:       2,934

Chassis:              GM Marauder II Endo-Composite
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
    4 Martell ER Medium Lasers
    2 Series 8f ER Small Lasers
Manufacturer:         General Motors
    Primary Factory:  Kathil
Communications:       Dalban Micronics with ECM Suite
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 10E was introduced around 3145, specially as a contender and competitor
    design with the newly released Marauder II 10D. With the proliferation of Clan technology
    throughout the Inner Sphere, the 10E 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 be deployed in
    prolonged campaigns without the need to be resupplied with ammunition.
    
    The chassis of the Marauder II 10E sports an Inner Sphere GM 300 Standard Fusion Engine, as
    well as Inner Sphere Standard External armour components. While most mechs at this time were
    built using the more exotic armour sets available to different factories, this Marauder was
    built with standard parts for the very singular purpose of keeping relative costs down, as
    well as making the mech entirely reliable on the massive availability of standard equipment
    in case of repair. However, this mech did incorporate some weight saving armour in the form
    of its internal skeletal structure by using the new Inner Sphere Endo-Composite. Through
    usage of this material in its internal structure, this mech sacrificed some internal space
    in exchange for about 2.5 tons of saved weight. All in all, this allows the Marauder II 10E
    to be one of the cheaper Marauder II options in production, despite it being a fully-armored
    100 tons assault mech, with a relative cost of around 11.3 million C-bills. Furthermore,
    this reduction of costs made this Marauder II variant a popular choice amongst the Great
    Houses and various Mercenary outfits, both of whom zealously would consistently balance the
    cost effectiveness of the general designs coming out during the ilClan era. In terms of heat
    dissipation, and using mixed technology to maximum space effectiveness, the chassis fits
    internally 21 Clan Double Heat Sinks - which are located in the engine as well as throughout
    the chassis. While this keeps the mech relatively cool as it fires most of its weapons, it
    does become slightly expensive to replace if any enemy weapons damage one of the double heat
    sinks during combat. In terms of mobility, the Marauder II 10E retains its three Jump Jets
    in its torso that it is almost always known for.
    
    As with many assaults of the time period, the Marauder II was no slouch when it came to
    armaments. Starting with the Marauder II's Inner Sphere weapons and equipment, the mech has
    a battery of no less than four Martell ER Medium Lasers located throughout its arms, torso,
    and head - providing quite a moderate amount of mid-ranged firepower. This mech also
    features an experimental new weapon in the weapon housing of its right torso - the
    Re-Engineered Large Laser - which gave the Marauder II 10E offensive firepower against some
    of the newer forms of armor that were becoming all too prevalent in the ilClan era - such as
    Hardened and Reflective Armor. If the fighting continues to get closer, the Marauder II 10E
    further has a two ER Small Laser built into either arm. While the laser seems like an
    afterthought, it provided the Marauder II with some short-range firepower to deter infantry
    in engaging in anti-mech attacks.
    
    However, much like the Marauder II 10D, the 10E also features a mixture of clan weaponry as
    well. In either arm, this mech mounts a Clan Large Pulse Laser, which provided insanely
    accurate and dangerous firepower from quite a distance away. This weapon, as well as its
    Inner Sphere counterparts, were further supplemented in accuracy through the aid of a Clan
    Dalban HiRez II Targeting Computer embedded within the left torso. While the computer and
    its components took up much of the weight and internal structure of the Marauder II, its
    overall aid to accuracy of the lasers was invaluable for any Mechwarrior pilot. Furthering
    its electronic hardware on the battlefield, the Marauder II 10E also installs a Clan ECM
    built into its right torso. This allowed the mech, and its lance, to be protected by a
    disruptive ECM bubble; disrupting not only data gathering, but preventing the usage of C3
    networks, Artemis guided missiles, and streak missiles all within its effective radius.
    
    Whilst the mixture of Clan and Inner Sphere weaponry and equipment did increase the cost of
    this Marauder II's overall production, the mixture also provided the perfect defensive and
    offensive capabilities which suitably gave the Marauder II 10E its command mech status among
    many MechWarriors.

Deployment:
    While currently limited, the Marauder II 10E 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 have spent many months waiting
    for resupply or reinforcements. Its chassis being built on standard parts and easy to find
    medium lasers also made it a very reliable and repairable mech - which further cut costs
    down on maintenance for the shrewd company commander.
    
    Sadly, The Marauder II 10E was not without its flaws, potent though it was. There are some
    unsubstantiated reports of the vast amount of energy weapons located throughout the chassis
    creating "gremlins" within the targeting software - specifically when firing the
    experimental Re-Engineered Large Laser. However, those reports are currently unverified and
    any attempt to reach GM about the issue are usually forwarded to their legal team. In
    addition to the reports of electronic disturbances whilst firing all of its weapons; the
    rotation rings connecting the chassis with the leg assemblies had reports of a detrimental
    weak point in the design. This being said, many Marauder II pilots took to mounting
    improvised armoring around these points; or they purchased the exclusive "Extended Armour
    Set" from GM in an attempt to protect these vulnerabilities. Much like evert single Marauder
    II design, the powerful HiRez tracking system, located in the forward section of the 'Mech,
    was also known for impeding the pilot's field of view.
    
    Despite these reports of electronic disturbances and slight armour flaws, the Marauder II
    10E saw great success in its initial Q1 sales for GM, prompting many of the decision makers
    within GM to begin rolling these new designs off the production floor and into the
    battlefield - much to the glee of investors and stockholders.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo-Composite               7.50                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                       21 [42] (C)                11.00                     
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   
------------------------------------------------------------------------------------------------
ER Medium Laser                                           H                 1          1.00             
ER Medium Laser                                           CT                1          1.00             
Jump Jet                                                  CT                1          2.00             
ECM Suite (C)                                             RT                1          1.00             
Jump Jet                                                  RT                1          2.00             
Large Re-engineered Laser                                 RT                5          8.00             
Jump Jet                                                  LT                1          2.00             
Targeting Computer (C)                                    LT                5          5.00             
ER Medium Laser                                           RA                1          1.00             
ER Small Laser                                            RA                1          0.50             
Large Pulse Laser (C)                                     RA                2          6.00             
ER Medium Laser                                           LA                1          1.00             
ER Small Laser                                            LA                1          0.50             
Large Pulse Laser (C)                                     LA                2          6.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 58
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: ECM, ENE