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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-3E
Designer:           Castro
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         11,230,000 C-Bills
Battle Value:       2,663

Chassis:              GM Marauder II 
Power Plant:          GM 300 300 
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Chilton 600 
    Jump Capacity:    90 meters
Armor:                Valiant Lamellor with CASE II
Armament:             
    2 Kolibri Delta Series Large Pulse Lasers (C)
    1 ChisComp 87 Large Re-engineered Laser
    4 Martell Medium Lasers
    1 "Goalkeeper" Anti-Missile System (C)
    4 Diverse Optics ER Small Lasers
Manufacturer:         General Motors
    Primary Factory:  Kathil
Communications:       Dalban Micronics with ECM Suite
Targeting & Tracking: Dalban HiRez II with Light Active Probe

================================================================================================
Overview:
    First built in 3012, the Marauder II is a successful attempt to take the firepower of the
    Marauder and combine it with the reliability and ruggedness of an assault chassis.
    
    In 3010 officers of the famous Wolf's Dragoons mercenary unit contracted with Blackwell
    Industries of New Valencia on the project of modifying the highly successful 75-ton Marauder
    into a 100-ton assault 'Mech. Working from existing plans the design phase proved to be very
    short, the process of reinforcing the Marauder chassis turned out to be easier than
    expected, enhanced by the removal of the finicky and temperamental General Motors Whirlwind
    Autocannon for a much simpler Large Laser. First appearing with the famous Zeta Battalion
    before spreading to Alpha Regiment, the Dragoons' enemies soon learned to fear the
    appearance of Marauder IIs as foreshadowing a major advance, as for the remainder of the
    Third Succession War it remained the exclusive property of the mysterious Dragoons.
    
    This changed after the Fourth Succession War when Colonel Jaime Wolf authorized Blackwell to
    increase production and allow outside buyers access, on the provision that each sale had to
    be approved by the Dragoons. Now spreading in limited numbers, the largest buyer outside the
    Dragoons would be the Miller's Marauders mercenary unit, famed for its almost exclusive use
    of the Marauder chassis and the secret loan of its DropShips to Zeta Battalion for their
    climactic rescue of the rest of the Dragoons on Crossing. When new unit commander Major
    Susan Barber expressed interest in the Marauder II, Colonel Wolf gave Blackwell the go-ahead
    to supply her with all she needed, by the Clan Invasion the now renamed Barber's Marauder II
    would boast almost a regiment's worth of the fearsome assault 'Mech.
    
    Though Barber's Marauder II would help drive the considerable interest and demand for the
    powerful assault 'Mech, they would also damage its seeming aura of invincibility following
    their ignoble destruction by Clan Jade Falcon on Koniz in June 3064. Seeking to rekindle
    interest in their flagship 'Mech following its disastrous showing on Koniz, GM/Blackwell
    noted the Vicore Industries triggered refresh of "classic" designs to develop a more
    powerful and visually refreshed model. The resulting MAD-4S variant was the first widely
    available Marauder II, Wolf's Dragoons' easing of sale restrictions partly motivated by
    profit but also as a means to punish the Lyran Alliance for the theft of the Blackwell
    developed light fusion engine, as of 3067 selling the 'Mech to all interested parties save
    those the Dragoons were fighting against in the Chaos March; the Word of Blake and the
    members of Trinity Alliance.
    
    The demand for the Marauder II would only increase in the Jihad following the Blakist
    destruction of GM and Blackwell's production facilities for the 'Mech as part of their
    vendetta against the Wolf's Dragoons, with many salvaged examples in use among the nations
    of the Inner Sphere in a large number of variations following the Blakists' fall, the most
    notable being the MAD-6D developed by the Federated Suns and shared with the Republic of the
    Sphere.
    
    As the Dragoons' Marauder II factory on Outreach didn't survive the Jihad, Irian BattleMechs
    Unlimited purchased the design plans from the Dragoons and, after retooling their Awesome
    lines on Irian, began producing the newly acquired design. During the Dark Age Era, the
    Republic of the Sphere ordered Irian to shut down many of their 'Mech production lines,
    including the Marauder II - however, they never ceased producing them.

Capabilities:
    The Marauder II 3E was introduced around 3139 specially for the Free Worlds League as an
    upgraded model to the Marauder 3E built around 800 years ago. With the proliferation of Clan
    technology throughout the Inner Sphere, the 3E features both a mix of Clan and Inner Sphere
    Technology to aid its pilots in battle. Furthermore - the designers of this variant sought
    to create a mech that has a full complement of energy weapons - ergo allowing the mech to be
    deployed in prolonged campaigns without the need to be resupplied with ammunition.
    
    Starting off with the chassis - the Marauder II 3E sports a standard fusion engine and
    standard external and internal armour. This was done for the very singular purpose of
    keeping relative costs down as well as making the mech entirely reliable on standard
    equipment. This Marauder II - despite being 100 tons and fully armored - is one of the
    cheaper Marauder II's in production - with a relative cost of 11.2 million C-bills; a very
    affordable mech for any one of the Great Houses or Mercenary commanders looking for a
    command mech to pilot. Internally, most of the cost is devoted to the 20 Inner Sphere double
    head sinks located in the engine as well as throughout the chassis. While this keeps the
    mech relatively cool from most of its weapon fire, it is slightly expensive to replace if an
    enemy weapon takes out one of the double heat sinks during combat. In terms of mobility, the
    Marauder II 3E retains its three Jump Jets in its torso and legs that it is almost always
    known for.
    
    Starting with the Clan technology - this variant mounts a pair of Clan Large Pulse Lasers in
    either arm, providing accurate firepower from quite a distance away. Internally, the
    Marauder II 3E also contains both a Clan ECM and a Clan Light Active Probe. This allows the
    mech (and its lance) to not only be protected by a disruptive ECM bubble, but, also gather
    targeting data through the integrated Active Probe. Furthermore, engineers were also able to
    fit an Clan "Goalkeeper" Anti-Missile System on the left torso, which supplemented to the
    defenses of the ECM by actively shooting down any incoming missile weaponry (as well as the
    crafty pilot using it against incoming infantry as well). While the singular bin of
    ammunition seemed to go against the original design of the mech - which was to be completely
    ammunition independent - the systems ammo bin was fortified and secured away deep in the
    internals of the chassis thru CASE II in order to deter any ammunition explosion from
    occurring. What made the Anti-Missile system even more useful was that it was able to
    "hot-swap" its barrels - making it easy to field repair and change the caliber of the
    anti-missile system on the fly. Some desperate pilots would even - erroneously - shove
    machine gun caliber ammunition in there; however, this would sometimes jam the system up, as
    well as void any warranty on said product.
    
    As for the Marauder II's Inner Sphere weapons and equipment, the mech has a complement of
    four Martell Medium Lasers located throughout its arms and torsos. The Mech also has a
    quartet of ER Small Lasers - one located in each the left and right torso, as well as both
    legs. While ER Small Lasers not super useful in mech-to-mech combat, they provided the
    Marauder II with some moderate short-range firepower as well as some anti-infantry
    capabilities if squads of infantry dared to get close. This mech also features an
    experimental new weapon in the weapon housing of its right torso - the Re-Engineered Large
    Laser. This experimental weapon provided the Marauder II 3E further offensive power against
    the newer Hardened and Reflective Armour that was becoming all too prevalent in the ilClan
    era.
    
    While the mixture of Clan and Inner sphere weaponry and equipment did increase the cost of
    this Marauder II's production, they also provided the perfect defensive and offensive
    capabilities that suitably gave the Marauder II 3E its command mech status among many
    MechWarrior's.

Deployment:
    While currently limited, the Marauder II 3E experienced most of its combat on the Periphery
    of the Free Worlds League. Its sole usage of energy weapons in lieu of ammunition made it a
    favorite among Mechwarrior pilots or mercenary companies that spent many months waiting for
    resupply or reinforcements. Its chassis being built on standard parts and majority easy to
    find medium lasers also made it a very reliable and repairable mech - which cut costs down
    for the shrewd company commander. Further, its ability to "hot-swap" the anti-missile system
    barrel quickly also allowed pilots to sometimes feed the system with less than reliable
    ammunition or higher calibers in lieu of using the normal ammunition - despite warnings that
    doing so would break the warranty.
    
    Sadly, The Marauder II 3E was not without its flaws, potent though it was. The vast amount
    of energy weapons located throughout the chassis would sometimes mess with the electronics -
    nothing too severe - but there were some reports of targeting lapses when firing all of the
    weapons at once. In addition to the vast amount of heat that the mech produced while firing
    its weapons; the rotation rings connecting the chassis with the leg assemblies was a similar
    weak point in the design. Many Marauder II pilots took to mounting improvised armoring
    around these points in an attempt to protect these vulnerabilities. The powerful HiRez
    tracking system, located in the forward section of the 'Mech, was also known for impeding
    the pilot's field of view.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                         20 [40]                  10.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  307                    19.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             46       
    Center Torso (rear):                              16       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Arm:                           17             34       
    R/L Leg:                           21             42       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Medium Laser                                              H                 1          1.00             
Jump Jet                                                  CT                1          2.00             
Medium Laser                                              CT                1          1.00             
ER Small Laser                                            RT                1          0.50             
Large Re-engineered Laser                                 RT                5          8.00             
Anti-Missile System (C)                                   LT                1          0.50             
Anti-Missile System (Ammo 24) (C)                         LT                1          1.00             
CASE II (C)                                               LT                1          0.50             
ECM Suite (C)                                             LT                1          1.00             
ER Small Laser                                            LT                1          0.50             
Light Active Probe (C)                                    LT                1          0.50             
Large Pulse Laser (C)                                     RA                2          6.00             
Medium Laser                                              RA                1          1.00             
Large Pulse Laser (C)                                     LA                2          6.00             
Medium Laser                                              LA                1          1.00             
ER Small Laser                                            RL                1          0.50             
Jump Jet                                                  RL                1          2.00             
ER Small Laser                                            LL                1          0.50             
Jump Jet                                                  LL                1          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 62
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 6 / (M) 6 / (L) 3,  OV: 1
Armor (A): 10,  Structure (S): 8
Specials: AMS, CASEII, ECM, LPRB, RCN