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Paul Capellan Confederation Sang-wei
Joined: 25-Feb-2002 00:00 Posts: 255 Location: United States
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Posted: 17-Dec-2003 21:14 Post subject: Marauder MAD-3Q |
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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 Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5800 Location: United States
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Posted: 17-Dec-2003 22:59 Post subject: RE: Marauder MAD-3Q |
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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.
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Nightmare Lyran Alliance Kommandant-General
Joined: 03-May-2002 00:00 Posts: 2214
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Posted: 18-Dec-2003 01:11 Post subject: RE: Marauder MAD-3Q |
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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.
_________________ A tree fall in the forest, and no one is around, and it hits a mime. Does anyone care?
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Steelfang 3rd Bn, The Winchester Rifles Major
Joined: 18-Sep-2003 00:00 Posts: 100 Location: United States
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Posted: 18-Dec-2003 06:42 Post subject: RE: Marauder MAD-3Q |
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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
_________________ You have to question the sanity of anyone who claims that history is filled with honor and moral deeds. either the man is a lunatic or too stupid to understand what historians throughout the ages have been trying to say.
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Steelfang 3rd Bn, The Winchester Rifles Major
Joined: 18-Sep-2003 00:00 Posts: 100 Location: United States
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Posted: 18-Dec-2003 06:44 Post subject: RE: Marauder MAD-3Q |
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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
_________________ You have to question the sanity of anyone who claims that history is filled with honor and moral deeds. either the man is a lunatic or too stupid to understand what historians throughout the ages have been trying to say.
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 18-Dec-2003 07:18 Post subject: RE: Marauder MAD-3Q |
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I'll keep my opinion of the MAD series to myself.....
No, I won't.
They are all overrated, just like the Warhammer....
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 18-Dec-2003 10:46 Post subject: RE: Marauder MAD-3Q |
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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.
_________________ Festina Lente!
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 18-Dec-2003 14:14 Post subject: RE: Marauder MAD-3Q |
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It doesn't fit into a Dark Alley.....
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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Kiris65 Draconis Combine Tai-i
Joined: 17-Dec-2003 00:00 Posts: 371 Location: Panama
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Posted: 18-Dec-2003 15:07 Post subject: RE: Marauder MAD-3Q |
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Is this the "Capellan Marauder" you were refering to?
have you actually used it in combat? _________________ Anata no gosenzo sama ni kao o awase rare masuka! - (Get ready to meet your ashamed ancestors!)
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 18-Dec-2003 15:36 Post subject: RE: Marauder MAD-3Q |
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To a Marauder, EVERY city street is a dark alley.
_________________ Festina Lente!
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 21-Dec-2003 21:58 Post subject: RE: Marauder MAD-3Q |
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Quote:
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On 2003-12-18 15:36, Oafman wrote:
To a Marauder, EVERY city street is a dark alley.
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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 Capellan Confederation Sang-wei
Joined: 25-Feb-2002 00:00 Posts: 255 Location: United States
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Posted: 22-Dec-2003 08:05 Post subject: RE: Marauder MAD-3Q |
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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 8th Sword of Light Sho-sho
Joined: 05-Feb-2002 00:00 Posts: 1329 Location: United States
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Posted: 23-Dec-2003 17:55 Post subject: RE: Marauder MAD-3Q |
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A good variant of a very popular machine.
How much testing have you done to compare this to some of FASA variants?
_________________ The JadeDragon
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 29-Dec-2003 07:35 Post subject: RE: Marauder MAD-3Q |
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Even an Urbie could take it down in the city...
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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-Mud ex-Jade Falcon Bounty Hunter
Joined: 04-Nov-2003 00:00 Posts: 1082
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Posted: 30-Dec-2003 16:57 Post subject: RE: Marauder MAD-3Q |
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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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