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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Marauder MAD-3S
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            75
Configuration:      Biped BattleMech
Era/Year:           Early Succession Wars / 2819
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         6,266,750 C-Bills
Battle Value:       1,603

Structure:            Standard
Power Plant:          225 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Unknown
    Jump Capacity:    90 meters
Armor:                Standard
Armament:             
    1 Autocannon/5
    2 Medium Lasers
    2 PPCs
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Marauder has a long proud history as a warrior's and a commander's 'Mech throughout the
    Succession Wars. One model that has been forgotten about over the centuries of fighting is
    the relatively rare 3S version (and the even rarer 2S from which it was downgraded). This
    model was once built at Defiance Industries on Hesperus, but that line was destroyed during
    one of the many battles fought for the 'Mech manufacturer, with all examples destroyed by
    the end of the 3rd Succession War.

Capabilities:
    Although slower than a standard 3R model Marauder, the 3S version increases overall mobility
    by adding jump jets to the design. The ability to clear 90 meter gaps was thought to provide
    more options than a few kilometers more an hour ground speed. The only issue is that the
    jump jets tended to be a bit temperamental at times, and were difficult to repair due to
    some rare components. Fortunately, the weight freed up in the decreased engine mass allowed
    for the armor to maximized on the frame, meaning that an opponent had to chew through even
    more armor to get to the jets.
    
    Offensively, the Marauder's firepower didn't change between the 3R and the 3S models, but
    the latter does have an additional ton of autocannon ammunition (often used for flak ammo),
    and the 'Mech could make better use of what firepower it did have thanks to the addition of
    two more heat sinks. Its abilities as a command 'Mech were also improved due to the use of
    the Tek Battlecom system.
    
    (note: in addition to the standard Marauder quirks, this model has the Improved
    Communications positive quirk and the Nonstandard Parts negative quirk.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  7.50                     
Engine:                                     225 Fusion                10.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Single):                            18                     8.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  231                    14.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      23             36       
    Center Torso (rear):                              10       
    R/L Torso:                         16             24       
    R/L Torso (rear):                                  8       
    R/L Arm:                           12             24       
    R/L Leg:                           16             32       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          1.00             
Autocannon/5                                              RT                4          8.00             
Jump Jet                                                  RT                1          1.00             
Autocannon/5 (Ammo 40)                                    LT                2          2.00             
Jump Jet                                                  LT                1          1.00             
Medium Laser                                              RA                1          1.00             
PPC                                                       RA                3          7.00             
Medium Laser                                              LA                1          1.00             
PPC                                                       LA                3          7.00