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Marauder MAD-3Q
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Paul
Capellan Confederation
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PostPosted: 17-Dec-2003 21:14    Post subject: Marauder MAD-3Q Reply to topic Reply with quote

Hoodey-hoo!
For my 200th post I give you… the


MAD-3Q Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Lamellor
Armament: 3
1 Magna Hellstar PPCs
2 Magna Mk II Medium Lasers
2 GM Whirlwind AC/5
Manufacturer(s): 1
General Motors
Communications System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez

Overview: 60
OVERVIEW:
The MAD-3R Marauder is universally known and
respected as a potent BattleMech, capable of acquitting
itself very well against even Assault Mechs. A popular
'Mech, the Marauder and it's many variants can be found
in almost every 'Mech unit in inhabited space.

As popular and successful as the MAD line of 'Mechs
might be, it's main drawback has always been the amount
of heat produced by it's weaponry. When firing the
Hellstar's and Whirlwind on the run, a Marauder will
typically be subjected to debilitating amounts of heat,
which is only scarcely processed by it's 16 GM
EndoTherm XL heatsinks. Sustained fire of it's main
weaponry is thus impossible, while an alpha strike would
be akin to the suicidal.

Some of the MAD-3R's variants attempt to compensate for
this flaw, each with varrying degrees of success.
A little known product of such attempts is the MAD-3Q.


CAPABILITIES:
The Marauder 3Q replaces the HellStar PPC's in the arms
with GM Whirlwind AC's, each supplied by it's own bin of
ammunition, while replacing the top-mount Whirlwind with
a HellStar. This elaborate modification requires a
considerable re-design of the arms and the torso pintle
mount, a reason why the modification is uncommon.
However, the MAD-3Q is a heat-efficient design, despite
the need to remove 2 EndoTherm XLs to compensate for
the weight-gain. The 3Q can run at full speed, engage it's
targets with both Whirlwinds and the HellStar and still
remain relatively heat balanced. In sustained combat, the
3Q can project a significantly higher amount of firepower
at an enemy compared to the MAD-3R without significant
performance loss.
Additionally, the typical problems associated with the
Whirlwind's pintle mount are removed along with it's
weapon. However 3Q Marauders have found themselves
without their Hellstar when a lucky shot sheers the
weapon off. Some MechWarriors will consider losing the
ability to train the Hellstar on a target without directly
pointing the entire Mech at it in favor of added protection
for such a powerful weapon, lowering it to a more
traditional torso mount.

DEPLOYMENT:
The 3Q is not a prominent 'Mech design because of the
complexities involved in it's creation. So far no 'Mech
factories capable of producing the Marauder are
considering retooling their lines in favor of it.
Additionally, the various House governments apply
pressure on producers to focus on their own individual
variants in an attempt to increase the homogenous nature
of their armies. The typical hodge-podge of BattleMechs
that can be found in a TO&E puts a severe strain on the
support mechanisms, additional confusion caused by a
design with no 'discernable improvements' is not
appreciated.

Type: MAD-3Q Marauder
Technology Base: Inner Sphere Level 1 3025
Tonnage: 75

Equipment                                                Mass
Internal Structure:                                       7.5
Engine:               300                                19.0
   Walking MP:          4
   Running MP:          6 
   Jumping MP:          0
Heat Sinks:            14                                 4
Gyro:                                                     3
Cockpit:                                                  3
Armor Factor:         184                                11.5
                        Internal           Armor
                        Structure          Value
   Head:                     3                9
   Center Torso:            23               35
   Center Torso (Rear):                      10
   R/L Torso:               16               17
   R/L Torso (Rear):                          8
   R/L Arm:                 12               22
   R/L Leg:                 16               18

  BV : 1058   Cost : 6504750
Weapons and Ammo          Location   Critical   Heat     Mass
PPC                           RT         3       10       7.0
Autocannon/5                  RA         4        1       8.0
@Autocannon/5 (20)            RA         1        0       1.0
Autocannon/5                  LA         4        1       8.0
@Autocannon/5 (20)            LA         1        0       1.0
Medium Laser                  RA         1        3       1.0
Medium Laser                  LA         1        3       1.0
*** ACTUATORS RA LA 
*** HS RL1 LL1 



Is it not nifty?
Max damage potential drops from 35 to 30, but you can project 20 damage at range without any heat hindrance.
Twice the ammo means twice the risk. But not on this designs. The actuators, AC5 and ML mean you only have a 1 in 9 shot of getting an ammo boom on a critical, as opposed to a 100% chance when someone gets a crit in the RT.

The ammo will run out, of course, further dropping down the damage potential. However, 20 rounds is quite a bit, so this shouldn’t be a huge problem, even in a campaign.

What do you all think?

Paul

Edit edit edit: Paul is wrestling with them Pre tags....

[ This Message was edited by: Paul on 2003-12-17 21:16 ]
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Vagabond
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PostPosted: 17-Dec-2003 22:59    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

i like it. cheep, efficent, and it works.

if you bump this to level 2 tech all i would do is:

upgrade ac/5 to ultra ac/5.
down grade PPC to Large Laser.

that increases you damage from 30 to 38, keep your heat and get a fairly easy field upgrade kit. sweet all around.



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Nightmare
Lyran Alliance
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PostPosted: 18-Dec-2003 01:11    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

I think I've even seen the level one of Vagabond's suggested level 2 version. Two AC/5s, two MLs and a LL.

All things considered the 3Q is not a bad variant. The ACs are (or should be, RPG-wise) easier to maintain than lasers and PPCs. More weapons that can be repaired in the field or in a 20th century machine shop means the 3Q is worth more for people out in the backwaters of the IS. Unfortunately this aspect is rarely explored when people design mechs.

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Steelfang
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PostPosted: 18-Dec-2003 06:42    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

I did this a while back trying to find something new to do with the MAD chassis. This the XL version

Marauder MAD-6AC
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          75 tons
Chassis:       GM Marauder Standard
Power Plant:   300 Vlar XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Lamellor Standard
Armament:      
  2 Mydron Excel LB 10-X ACs
  2 Diverse Optics ER Medium Lasers
  1 Magna Firestar ER PPC
Manufacturer:  General Motors
  Location:    (Unknown)
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez

--------------------------------------------------------
Type/Model:    Marauder MAD-6AC
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Standard              0      7.50
Engine:        300 XL Fusion                12      9.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     13 Double [26]               3      3.00
 (Heat Sink Loc: 1 LT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  208 pts Standard              0     13.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             23         32      
   Center Torso (Rear):                 13      
   L/R Side Torso:           16      21/21      
   L/R Side Torso (Rear):              9/9      
   L/R Arm:                  12      22/22      
   L/R Leg:                  16      25/25      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 10-X AC             RA      2   40     10     15.00
  (Ammo Locations: 2 LT, 2 RT)
1 ER Medium Laser        RA      5           1      1.00
1 LB 10-X AC             LA      2           6     11.00
1 ER Medium Laser        LA      5           1      1.00
1 ER PPC                 RT     15           3      7.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         29          61     75.00
Crits & Tons Left:                          17       .00

Calculated Factors:
Total Cost:        16,049,250 C-Bills
Battle Value:      1,312
Cost per BV:       12,232.66
Weapon Value:      2,400 / 2,400 (Ratio = 1.83 / 1.83)
Damage Factors:    SRDmg = 32;  MRDmg = 21;  LRDmg = 9
BattleForce2:      MP: 4,  Armor/Structure: 5/3
                   Damage PB/M/L: 5/4/3,  Overheat: 1
                   Class: MH;  Point Value: 13




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Steelfang
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PostPosted: 18-Dec-2003 06:44    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

And here is the non-XL Version

Marauder MAD-7AC
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          75 tons
Chassis:       GM Marauder Standard
Power Plant:   300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Kallon Royalstar Heavy Ferro-Fibrous 
Armament:      
  2 Mydron Excel 5SG LB 5-X ACs
  2 Magna Mk II Medium Lasers
  1 Magna Firestar ER PPC
Manufacturer:  General Motors
  Location:    (Unknown)
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez

--------------------------------------------------------
Type/Model:    Marauder MAD-7AC
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Standard              0      7.50
Engine:        300 Fusion                    6     19.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     12 Double [24]               0      2.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  215 pts Ferro-Fibrous        14     12.00
 (Armor Crit Loc: 1 HD, 5 LT, 2 RT, 2 CT, 2 LL, 2 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             23         32      
   Center Torso (Rear):                 14      
   L/R Side Torso:           16      22/22      
   L/R Side Torso (Rear):              9/9      
   L/R Arm:                  12      22/22      
   L/R Leg:                  16      27/27      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 5-X AC              RA      1   40      7     10.00
  (Ammo Locations: 1 LT, 1 RT)
1 Medium Laser           RA      3           1      1.00
1 LB 5-X AC              LA      1           5      8.00
1 Medium Laser           LA      3           1      1.00
1 ER PPC                 RT     15           3      7.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         23          62     74.50
Crits & Tons Left:                          16       .50

Calculated Factors:
Total Cost:        7,638,750 C-Bills
Battle Value:      1,362
Cost per BV:       5,608.48
Weapon Value:      1,893 / 1,893 (Ratio = 1.39 / 1.39)
Damage Factors:    SRDmg = 23;  MRDmg = 16;  LRDmg = 8
BattleForce2:      MP: 4,  Armor/Structure: 5/6
                   Damage PB/M/L: 4/3/2,  Overheat: 0
                   Class: MH;  Point Value: 14



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Sir Henry
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PostPosted: 18-Dec-2003 07:18    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

I'll keep my opinion of the MAD series to myself.....


No, I won't.

They are all overrated, just like the Warhammer....



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Oafman
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PostPosted: 18-Dec-2003 10:46    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

I like all three versions listed above. The 2 LB10x's go well with the ER PPC.



Beware of meeting a Marauder in a dark alley.


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Sir Henry
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PostPosted: 18-Dec-2003 14:14    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

It doesn't fit into a Dark Alley.....



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Kiris65
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PostPosted: 18-Dec-2003 15:07    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

Is this the "Capellan Marauder" you were refering to?

have you actually used it in combat?
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Oafman
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PostPosted: 18-Dec-2003 15:36    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

To a Marauder, EVERY city street is a dark alley.

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AWAD
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PostPosted: 21-Dec-2003 21:58    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

Quote:

On 2003-12-18 15:36, Oafman wrote:
To a Marauder, EVERY city street is a dark alley.



Unless you are at the back of an advance and looking down long streets, then you are a gun platform. Of course infantry should scare the hell out of you.

AWAD- Uhhhh Captain dont you think the Warhammer should lead down this street?
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Paul
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PostPosted: 22-Dec-2003 08:05    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

True. The urban environment would be a little bit unhealthy for the 3Q Marauder. The same goes for most.
Of course, the urban environment is rather unfriendly to most 'Mechs, some are just better at giving back as good as they got.
Or they bop around sufficiently to avoid some fire.

Paul
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Jade_Dragon
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PostPosted: 23-Dec-2003 17:55    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

A good variant of a very popular machine.

How much testing have you done to compare this to some of FASA variants?

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Sir Henry
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PostPosted: 29-Dec-2003 07:35    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

Even an Urbie could take it down in the city...



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-Mud
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PostPosted: 30-Dec-2003 16:57    Post subject: RE: Marauder MAD-3Q Reply to topic Reply with quote

Sir, I shall happily meet you in either of the designs your foul tongue hath maligned, and bring you down in disastrous defeat

Actually, I used to agree with this accessment, but I ran some tests against most of the other 3025 heavy 'mechs, and the Warhammer and Marauder would usually come out on top. It would often be a close run thing, but usually the paired PPCs do enough damage at range to compensate for any advantage in armor the enemy might have.
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