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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-10E
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:         12,694,500 C-Bills
Battle Value:       2,782

Chassis:              Endo-Composite
Power Plant:          GM 300 300 
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Chilton 600 
    Jump Capacity:    90 meters
Armor:                Standard with CASE II
Armament:             
    2 Kolibri Delta Series Large Pulse Lasers (C)
    1 ChisComp 87 Large Re-engineered Laser
    6 Martell Medium Lasers
    1 "Goalkeeper" Anti-Missile System (C)
    1 Series 6c ER Small Laser (C)
Manufacturer:         General Motors
    Primary Factory:  Kathil
Communications:       Dalban Micronics with Angel ECM Suite
Targeting & Tracking: Dalban HiRez II

================================================================================================
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 10E was introduced around 3145, specially as a contender and competitor
    design with the newly released Marauder II 10D. With the proliferation of Clan technology
    throughout the Inner Sphere, the 10E 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.
    
    The chassis of the Marauder II 10E sports an Inner Sphere Standard Fusion Engine, as well as
    Inner Sphere Standard External armour components. While most mechs at this time were built
    using the more exotic armour sets available to different factories, this Marauder was built
    with standard parts for the very singular purpose of keeping relative costs down, as well as
    making the mech entirely reliable on the massive availability of standard equipment in case
    of repair. However, this mech also did incorporate some exotic armour in the form of its
    internal skeletal structure. By using the new Inner Sphere Endo-Composite materials in its
    internal skeletal structure, this mech sacrificed some internal space in exchange for about
    2.5 tons of saved weight. All in all, this allows the Marauder II 10E to be one of the
    cheaper Marauder II options in production, despite being a fully armored 100 tons assault
    mech, with a relative cost of around 12.7 million C-bills. Furthermore, this reduction of
    costs made this Marauder II variant a popular choice amongst the Great Houses and various
    Mercenary outfits, both of whom zealously balanced the cost effectiveness of the general
    designs coming out during the ilClan era. Internally, using mixed technology to maximum
    effectiveness, most of the space is devoted to the 21 Clan Double Heat Sinks located in the
    engine as well as throughout the chassis. While this keeps the mech relatively cool as it
    fires most of its weapons, it does become slightly expensive to replace if any enemy weapons
    damage one of the double heat sinks during combat. In terms of mobility, the Marauder II 10E
    retains its three Jump Jets in its torso that it is almost always known for.
    
    Starting with the Marauder II's Inner Sphere weapons and equipment, the mech has a battery
    of no less than six Martell Medium Lasers located throughout its arms, torso, and head -
    providing quite a moderate amount of mid-ranged firepower. This mech also features an
    experimental new weapon in the weapon housing of its right torso - the Re-Engineered Large
    Laser - which gave the Marauder II 10E offensive firepower against some of the newer forms
    of armor that were becoming all too prevalent in the ilClan era - such as Hardened and
    Reflective Armor. Internally, the Marauder II 10E also contains an Inner Sphere Angel ECM
    built into its left torso. This allowed the mech, and its lance, to be protected by a
    disruptive ECM bubble; disrupting not only data gathering, but preventing the usage of C3
    networks, Artemis guided missiles, and streak missiles all within its effective radius.
    
    Much like the Marauder II 10D, the 10E also features a mixture of clan weaponry as well. In
    either arm, this mech mounts a Clan Large Pulse Laser, which provided insanely accurate and
    dangerous firepower from quite a distance away. If the fighting continues to get closer, the
    Marauder II 10E further has a singular ER Small Laser built into the left torso. While the
    laser seems like an afterthought, it provided the Marauder II with some short-range
    firepower to deter infantry in engaging in anti-mech attacks. Furthermore, designers were
    able to square away a Clan "Goalkeeper" Anti-Missile system in the Marauder II's left torso.
    While designers did not want to initially include the Anti-Missile System in the original
    design, due to the bin of ammunition going against the original design of the mech which was
    to be ammo independent, the singular bin of ammo was fortified and secured away deep in the
    internals of the mechs left torso, as well as being encased in CASE II in order to deter any
    ammunition explosion from occurring. What made the "Goalkeeper" 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 the Anti-Missile system in an
    attempt to modify it into a "defacto" Machine Gun to dissuade any infantry from nearing the
    chassis; however, this would almost always jam the system up, if not also voiding any
    warranty on said product.
    
    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 which suitably gave the Marauder II 10E its command mech status among many
    MechWarrior's.

Deployment:
    While currently limited, the Marauder II 10E 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 have spent many months waiting
    for resupply or reinforcements. Its chassis being built on standard parts and easy to find
    medium lasers also made it a very reliable and repairable mech - which further cut costs
    down on maintenance 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 void the warranty of the system.
    
    Sadly, The Marauder II 10E was not without its flaws, potent though it was. There are some
    unsubstantiated reports of the vast amount of energy weapons located throughout the chassis
    creating "gremlins" within the targeting software - specifically when firing the
    experimental Re-Engineered Large Laser. However, those reports are currently unverified and
    any attempt to reach GM about the issue are usually forwarded to their legal team. In
    addition to the reports of electronic disturbances whilst firing all of its weapons; the
    rotation rings connecting the chassis with the leg assemblies had reports of a detrimental
    weak point in the design. This being said, many Marauder II pilots took to mounting
    improvised armoring around these points; or they purchased the exclusive "Extended Armour
    Set" from GM in an attempt to protect these vulnerabilities. Much like evert single Marauder
    II design, the powerful HiRez tracking system, located in the forward section of the 'Mech,
    was also known for impeding the pilot's field of view.
    
    Despite these reports of electronic disturbances and slight armour flaws, the Marauder II
    10E saw great success in its initial Q1 sales for GM, prompting many of the decision makers
    within GM to begin rolling these new designs off the production floor and into the
    battlefield - much to the glee of investors and stockholders.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo-Composite               7.50                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                       21 [42] (C)                11.00                     
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             
Jump Jet                                                  RT                1          2.00             
Large Re-engineered Laser                                 RT                5          8.00             
Angel ECM Suite                                           LT                2          2.00             
Anti-Missile System (C)                                   LT                1          0.50             
Anti-Missile System (Ammo 24) (C)                         LT                1          1.00             
CASE II                                                   LT                1          1.00             
ER Small Laser (C)                                        LT                1          0.50             
Jump Jet                                                  LT                1          2.00             
Large Pulse Laser (C)                                     RA                2          6.00             
2 Medium Lasers                                           RA                2          2.00             
Large Pulse Laser (C)                                     LA                2          6.00             
2 Medium Lasers                                           LA                2          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 60
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: AECM, AMS, CASEII