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
Distribution
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
===============================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.Double Heat Sink (C) 4. ER Medium Laser 4.Double Heat Sink (C)
5.Double Heat Sink (C) 5. Sensors 5.Double Heat Sink (C)
6.Double Heat Sink (C) 6. Life Support 6.Double Heat Sink (C)
1.Double Heat Sink (C) 1.Double Heat Sink (C)
2.Large Pulse Laser (C) 2.Large Pulse Laser (C)
3.Large Pulse Laser (C) 3.Large Pulse Laser (C)
4. ER Medium Laser 4. ER Medium Laser
5. ER Small Laser 5. ER Small Laser
6. Endo-Composite 6. Endo-Composite
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1. Jump Jet
2.Double Heat Sink (C) 2. Fusion Engine 2.Double Heat Sink (C)
3.Double Heat Sink (C) 3. Fusion Engine 3.Double Heat Sink (C)
4.Double Heat Sink (C) 4. Gyro 4.Large Re-engineered Laser
5.Double Heat Sink (C) 5. Gyro 5.Large Re-engineered Laser
6.Targeting Computer (C) 6. Gyro 6.Large Re-engineered Laser
1.Targeting Computer (C) 1. Gyro 1.Large Re-engineered Laser
2.Targeting Computer (C) 2. Fusion Engine 2.Large Re-engineered Laser
3.Targeting Computer (C) 3. Fusion Engine 3. ECM Suite (C)
4.Targeting Computer (C) 4. Fusion Engine 4. Endo-Composite
5. Endo-Composite 5. ER Medium Laser 5. Endo-Composite
6. Endo-Composite 6. Jump Jet 6. Endo-Composite
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5.Double Heat Sink (C) 5.Double Heat Sink (C)
6.Double Heat Sink (C) 6.Double Heat Sink (C)
Battle Value Breakdown
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
=======================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------------
Armor (Standard): 307 x 2.5 x 1 767.500
Internal Structure (Endo-Composite w/ Fusion Engine): 152 x 1.5 x 1 x 1 (+) 228.000 = 995.500
Gyro (Standard): 100 x 0.5 (+) 50.000 = 1,045.500
Defensive Equipment:
ECM Suite (C) (+) 61.000 = 1,106.500
Defensive Movement Factor: +2 (*) 1.20 = 1,327.800
-------------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 1,327.800
=======================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 42 (Heat Sinks) - 3 (Movement) - 53 (Weapons) = -8
Offensive Equipment:
Large Pulse Laser (C) 331.250
Large Pulse Laser (C) (+) 331.250 = 662.500
Large Re-engineered Laser (+) 201.250 = 863.750
ER Medium Laser (+) 77.500 = 941.250
ER Medium Laser (+) 77.500 = 1,018.750
ER Medium Laser (+) 77.500 = 1,096.250
ER Medium Laser (+) 77.500 = 1,173.750
ER Small Laser [Inefficient] (+) 10.625 = 1,184.375
ER Small Laser [Inefficient] (+) 10.625 = 1,195.000
Total 'Mech Tonnage: (+) 100.000 = 1,295.000
Speed Factor: 5 (Run) + 2 (Jump) (*) 1.240 = 1,605.800
-------------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,605.800
=======================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,327.800
Offensive Battle Rating: (+) 1,605.800 = 2,933.600
-------------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 2,934
Alpha Strike Conversion
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
==========================================================================================================================
Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
==========================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------------
Tonnage: 100 (greater than or equal to 80 and less than or equal to 100) = 4
--------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
==========================================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------------------------
Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
--------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 6"j
==========================================================================================================================
Determine Short/Medium Range Heat Efficiency
--------------------------------------------------------------------------------------------------------------------------
Heat Dissipation Rate:
Heat Sinks (Double) 21 x 2 = 42
Total Heat Output:
Movement = 3
ER Medium Laser (+) 5 = 8
ER Medium Laser (+) 5 = 13
ER Medium Laser (+) 5 = 18
ER Medium Laser (+) 5 = 23
ER Small Laser (+) 2 = 25
ER Small Laser (+) 2 = 27
Large Pulse Laser (Clan) (+) 10 = 37
Large Pulse Laser (Clan) (+) 10 = 47
Large Re-engineered Laser (+) 9 = 56
Heat Efficiency:
Heat Dissipation Rate = 42
Total Heat Output - 4 (-) 52 = -10
--------------------------------------------------------------------------------------------------------------------------
Unit is Inefficient: -10
==========================================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
ER Small Laser [Targeting Computer] (+) 0.330 = 0.330
ER Small Laser [Targeting Computer] (+) 0.330 = 0.660
ER Medium Laser [Targeting Computer] (+) 0.550 = 1.210
ER Medium Laser [Targeting Computer] (+) 0.550 = 1.760
ER Medium Laser [Targeting Computer] (+) 0.550 = 2.310
ER Medium Laser [Targeting Computer] (+) 0.550 = 2.860
Large Re-engineered Laser [Targeting Computer] (+) 1.040 = 3.900
Large Pulse Laser (C) [Targeting Computer] (+) 1.210 = 5.110
Large Pulse Laser (C) [Targeting Computer] (+) 1.210 = 6.320
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 42 = 265.419
Divided by the maximum heat output - 4 (/) 52 = 5.104
Rounded up to the nearest tenth = 5.2
--------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 6
==========================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
ER Small Laser [Targeting Computer] (+) 0.330 = 0.330
ER Small Laser [Targeting Computer] (+) 0.330 = 0.660
ER Medium Laser [Targeting Computer] (+) 0.550 = 1.210
ER Medium Laser [Targeting Computer] (+) 0.550 = 1.760
ER Medium Laser [Targeting Computer] (+) 0.550 = 2.310
ER Medium Laser [Targeting Computer] (+) 0.550 = 2.860
Large Re-engineered Laser [Targeting Computer] (+) 1.040 = 3.900
Large Pulse Laser (C) [Targeting Computer] (+) 1.210 = 5.110
Large Pulse Laser (C) [Targeting Computer] (+) 1.210 = 6.320
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 42 = 265.419
Divided by the maximum heat output - 4 (/) 52 = 5.104
Rounded up to the nearest tenth = 5.2
Unit receives Overheat (OV) value of 1
--------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 6
==========================================================================================================================
Determine Long Range Heat Efficiency
--------------------------------------------------------------------------------------------------------------------------
Heat Dissipation Rate:
Heat Sinks (Double) 21 x 2 = 42
Total Heat Output:
Movement = 3
Large Pulse Laser (Clan) (+) 10 = 13
Large Pulse Laser (Clan) (+) 10 = 23
Heat Efficiency:
Heat Dissipation Rate = 42
Total Heat Output - 4 (-) 19 = 23
--------------------------------------------------------------------------------------------------------------------------
Unit is Efficient: 23
==========================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Offensive Equipment: = 0.000
Large Pulse Laser (C) [Targeting Computer] (+) 1.210 = 1.210
Large Pulse Laser (C) [Targeting Computer] (+) 1.210 = 2.420
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.5
--------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 3
==========================================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------------------------
Standard: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
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Final Armor Value: 10
==========================================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------------------------
Engine: Inner Sphere Fusion on a 100 ton BattleMech = 8.0
--------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 8
==========================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------------
Unit is equipped with ECM Suite = ECM
Unit contains no explosive components = ENE
Unit is equipped with Re-engineered Lasers = REL
==========================================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 6 (Medium) + 6 (Medium) + 3 (Long) = 21.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 23.000
Overheat Factor 1 (Overheat) (+) 1.000 = 24.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 24.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 28.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 30.800
Final DIR Round to nearest half point = 31.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 31.000 = 32.250
Unit's Final Point Value:
Offensive Value = 24.000
Defensive Value (+) 32.250 = 56.250
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 58.250
--------------------------------------------------------------------------------------------------------------------------
Final Point Value: 58
Cost Breakdown
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
==========================================================================================================================
Structural Cost
--------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (307 pts) 19.5 x 10,000 195,000.00
Internal Structure (Endo-Composite): 100 x 3,200 x 1 (+) 320,000.00 = 515,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 715,000.00
Engine (Fusion): (5,000 x 300 x 100) / 75 (+) 2,000,000.00 = 2,715,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,615,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,815,000.00
Life Support: 50,000 (+) 50,000.00 = 3,865,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 4,065,000.00
Heat Sinks (Double): 21 x 6,000 (+) 126,000.00 = 4,191,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 4,221,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 4,291,000.00
--------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 4,291,000.00
==========================================================================================================================
Weapons and Equipment Cost
--------------------------------------------------------------------------------------------------------------------------
ECM Suite (C) 200,000 200,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 280,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 360,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 440,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 520,000.00
ER Small Laser 11,250 (+) 11,250.00 = 531,250.00
ER Small Laser 11,250 (+) 11,250.00 = 542,500.00
Jump Jets 100 x (3 x 3) x 200 (+) 180,000.00 = 722,500.00
Large Pulse Laser (C) 175,000 (+) 175,000.00 = 897,500.00
Large Pulse Laser (C) 175,000 (+) 175,000.00 = 1,072,500.00
Large Re-engineered Laser 250,000 (+) 250,000.00 = 1,322,500.00
Targeting Computer (C) 5 x 10,000 (+) 50,000.00 = 1,372,500.00
--------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 1,372,500.00
==========================================================================================================================
BattleMech Cost
--------------------------------------------------------------------------------------------------------------------------
Structural Cost: 4,291,000.00
Weapons and Equipment Cost: (+) 1,372,500.00 = 5,663,500.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 11,327,000.00
--------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 11,327,000.00