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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Marauder MAD-2S
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            75
Configuration:      Biped BattleMech
Era/Year:           Star League / 2780
Rules (Current):    Tournament Legal
Rules (Era):        Tournament Legal
Rules (Year):       Tournament Legal
Total Cost:         7,922,250 C-Bills
Battle Value:       1,903

Structure:            Standard
Power Plant:          225 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Unknown
    Jump Capacity:    90 meters
Armor:                Ferro-Fibrous
    1 LB 10-X AC
    2 Medium Lasers
    2 PPCs
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    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.

    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.

    The MAD-2S Marauder was a variant produced at Defiance Industries of Hesperus II under
    special contract during the late Star League and early Succession War eras. Like its later
    downgraded cousin, the MAD-3S, it built on the standard model MAD-1R model, but downgraded
    its engine to add more armor and make the 'Mech more mobile with the inclusion of jump jets
    to enable it to make leaps of up to 90 meters at a time. The primary difference between
    those older models (and its later cousin, the 3S), the MAD-2S actually upgraded the
    firepower and other capabilities as well.
    In place of the standard GM Whirlwind type Five 120 mm autocannon that fired 3 round bursts,
    this model mounted a Luballin type 10 dual purpose autocannon that could switch between
    standard HEAP rounds and a cluster round that fired a shotgun-like blast. This made the
    autocannon even more effective at findings holes in its opponents, especially armor and
    aircraft. To enable the 'Mech to detect its enemies as early as possible in combat, a Beagle
    Active Probe was added to the design. Another addition that added to its offensive
    possibilities was the Target Acquisition Gear (TAG) system that was mounted in the head of
    the 'Mech. This piece of equipment allowed the 'Mech to spot for incoming artillery fire. To
    enable this design to make the most of its firepower and mobility, double heat sinks were
    installed, although mass considerations required the removal of several heat sinks in
    comparison to the later MAD-3R and MAD-3S models.
    Definsively, the MAD-2S set the standard for the later MAD-3S by mounting as much armor as
    its frame would hold, but in this case, armored shell is composed of advanced ferro-fibrous
    plating. Although this armor plate consumed much of the internal space of the 'Mech, it also
    freed up enough space to mount another defensive improvement in the form of a Guardian ECM
    suite. Finally, should the armored hull be breached, the ammunition stores for the
    autocannon in the LT were encapsulated in a Cellular Ammunition Storage Equipment system to
    protect the 'Mech from ammo explosions.

Equipment                                                             Mass                      
Internal Structure:                          Standard                  7.50                     
Engine:                                     225 Fusion                10.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                         12 [24]                   2.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  231                    13.00                     
    Type:                                 Ferro-Fibrous                                         

                                    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   
TAG                                                       H                 1          1.00             
Jump Jet                                                  CT                1          1.00             
Guardian ECM Suite                                        RT                2          1.50             
Jump Jet                                                  RT                1          1.00             
LB 10-X AC                                                RT                6         11.00             
Beagle Active Probe                                       LT                2          1.50             
CASE                                                      LT                1          0.50             
Jump Jet                                                  LT                1          1.00             
LB 10-X AC (Ammo 10)                                      LT                1          1.00             
LB 10-X AC (Ammo 10) [Cluster]                            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