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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-6BH
Designer:           Alisa Wolfstein
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            100
Configuration:      Biped BattleMech
Era/Year:           Republic / 3120
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         12,492,000 C-Bills
Battle Value:       3,657

Structure:            Endo-Composite
Power Plant:          300 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Unknown
    Jump Capacity:    90 meters
Armor:                Ferro-Fibrous
Armament:             
    1 Gauss Rifle (C)
    2 ER Medium Lasers (C)
    2 ER PPCs (C)
    2 Medium Pulse Lasers (C)
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    It was May 3114, where - on a small, hopeless, pirate-controlled planetoid - that a blind
    auction was taking place. On that day, a piece of stolen intelligence came up for sale: the
    specifications for a Marauder II Battlemech. No one was particularly interested in the lot;
    and given that very few places in the periphery have the levels of industry necessary to
    produce any Battlemech - let alone an assault 'Mech - this isn't very surprising. That is,
    except for one man at the back of the room, his face hidden behind the wide brim of his hat.
    The figure he called out was more money than half the people in the room would see in their
    entire lifetimes, so doubtless to say the bid caused a huge uproar. Once the room had
    settled to a level where the noise could be shouted over, the hammer hit the desk as fast as
    the auctioneer could make it. The stranger walked up to the front of the room, picked up the
    drive containing the specifications and left.
    
    Four months later, intelligence agencies of the Great Houses all received an anonymous tip,
    stating that the specifications of the Marauder II (Bounty Hunter) had been obtained by the
    message sender, and that he would be willing to lead the full-scale production of a design
    based upon it, for whichever house got to him first, giving a set of coordinates and a date
    with which to find him. When the day arrived, three forces touched down on the small planet:
    the Free Worlds League, The Lyran Alliance and the Federated Suns; all laying claim to the
    specifications. A battle ensued...
    
    Five years later, the first production variants of the specification rolled off the
    production lines, utilizing mixed technology to recreate the design as best as possible.
    Unsurprisingly, Clan Sea Fox made a large profit off of the sales of their clan weaponry and
    technology to be used on this 'Mech, being the most accessible source of Clan tech to the
    Inner Sphere powers.

Capabilities:
    The Marauder II, MAD-6BH is 100 tons of long-range firepower, but with plenty of close-range
    capabilities should any enemies attempt to close distance with it. Three jump jets and a 300
    rated standard fusion engine provide above-average mobility for a chassis of this size,
    while  15.5 tons of Clan Ferro Fibrous armor protects against enemy fire during even
    sustained combat. With an Inner Sphere Endo Composite structure saving 2.5 tons of weight,
    the MAD-6BH is able to carry a stupendous weapons payload.
    Dual arm-mounted ER PPCs, Medium Pulse and ER Medium Lasers, alongside a torso-mounted Gauss
    Rifle (all Clan tech) deal devastating damage at all ranges. 16 Clan Double Heat Sinks
    provide sufficient cooling for the design, whilst a Clan Targeting Computer increases every
    weapon's accuracy, while also enabling the targeting of specific components. 2 tons of Gauss
    ammo outlasts most fights; while the shoulder actuators and cockpit are armored to prevent
    the loss of a significant portion of the 'Mech's firepower due to a critical hit, or the
    death of the Mechwarrior due to a lucky shot.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo-Composite               7.50                     
Engine:                                   300 Fusion (C)              19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                       16 [32] (C)                 6.00                     
Gyro:                                        Standard                  3.00                     
Cockpit (Armored):                           Standard                  3.00                     
Armor Factor:                                  297                    15.50                     
    Type:                               Ferro-Fibrous (C)                                       

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             46       
    Center Torso (rear):                              10       
    R/L Torso:                         21             34       
    R/L Torso (rear):                                  8       
    R/L Arm:                           17             34       
    R/L Leg:                           21             40       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          2.00             
Gauss Rifle (C)                                           RT                6         12.00             
Gauss Rifle (Ammo 16) (C)                                 RT                2          2.00             
Jump Jet                                                  RT                1          2.00             
Jump Jet                                                  LT                1          2.00             
Targeting Computer (C)                                    LT                6          6.00             
ER Medium Laser (C)                                       RA                1          1.00             
ER PPC (C)                                                RA                2          6.00             
Medium Pulse Laser (C)                                    RA                1          2.00             
ER Medium Laser (C)                                       LA                1          1.00             
ER PPC (C)                                                LA                2          6.00             
Medium Pulse Laser (C)                                    LA                1          2.00