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
Distribution
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
========================================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.Double Heat Sink (C) 4. Medium Laser 4.Double Heat Sink (C)
5.Double Heat Sink (C) 5. Sensors 5.Double Heat Sink (C)
6.Double Heat Sink (C) 6. Life Support 6.Double Heat Sink (C)
1.Double Heat Sink (C) 1.Double Heat Sink (C)
2.Large Pulse Laser (C) 2.Large Pulse Laser (C)
3.Large Pulse Laser (C) 3.Large Pulse Laser (C)
4. Medium Laser 4. Medium Laser
5. Medium Laser 5. Medium Laser
6. Endo-Composite 6. Endo-Composite
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1. Jump Jet
2.Double Heat Sink (C) 2. Fusion Engine 2.Double Heat Sink (C)
3.Double Heat Sink (C) 3. Fusion Engine 3.Double Heat Sink (C)
4.Double Heat Sink (C) 4. Gyro 4.Large Re-engineered Laser
5.Double Heat Sink (C) 5. Gyro 5.Large Re-engineered Laser
6. ER Small Laser (C) 6. Gyro 6.Large Re-engineered Laser
1.Angel ECM Suite 1. Gyro 1.Large Re-engineered Laser
2.Angel ECM Suite 2. Fusion Engine 2.Large Re-engineered Laser
3. Anti-Missile System (C) 3. Fusion Engine 3. Endo-Composite
4. Anti-Missile System (Ammo 24) (C) 4. Fusion Engine 4. Endo-Composite
5. CASE II 5. Medium Laser 5. Endo-Composite
6. Endo-Composite 6. Jump Jet 6. Endo-Composite
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5.Double Heat Sink (C) 5.Double Heat Sink (C)
6.Double Heat Sink (C) 6.Double Heat Sink (C)
Battle Value Breakdown
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
=======================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------------
Armor (Standard): 307 x 2.5 x 1 767.500
Internal Structure (Endo-Composite w/ Fusion Engine): 152 x 1.5 x 1 x 1 (+) 228.000 = 995.500
Gyro (Standard): 100 x 0.5 (+) 50.000 = 1,045.500
Defensive Equipment:
Angel ECM Suite (+) 100.000 = 1,145.500
Anti-Missile System (C) (+) 32.000 = 1,177.500
Anti-Missile System (Ammo 24) (C) (+) 22.000 = 1,199.500
Defensive Movement Factor: +2 (*) 1.20 = 1,439.400
-------------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 1,439.400
=======================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 42 (Heat Sinks) - 3 (Movement) - 49 (Weapons) = -4
Offensive Equipment:
Large Pulse Laser (C) 265.000
Large Pulse Laser (C) (+) 265.000 = 530.000
Large Re-engineered Laser (+) 161.000 = 691.000
Medium Laser (+) 46.000 = 737.000
Medium Laser (+) 46.000 = 783.000
Medium Laser (+) 46.000 = 829.000
Medium Laser (+) 46.000 = 875.000
Medium Laser (+) 46.000 = 921.000
Medium Laser (+) 46.000 = 967.000
ER Small Laser (C) [Inefficient] (+) 15.500 = 982.500
Total 'Mech Tonnage: (+) 100.000 = 1,082.500
Speed Factor: 5 (Run) + 2 (Jump) (*) 1.240 = 1,342.300
-------------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 1,342.300
=======================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,439.400
Offensive Battle Rating: (+) 1,342.300 = 2,781.700
-------------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 2,782
Alpha Strike Conversion
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
==========================================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
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Final Unit Type: BM
==========================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------------
Tonnage: 100 (greater than or equal to 80 and less than or equal to 100) = 4
--------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
==========================================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------------------------
Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
--------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 6"j
==========================================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
42 (Heat Sinks) = 42
3 (Movement) + 49 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 49 = -7
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
ER Small Laser (C) (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
Medium Laser (+) 0.500 = 2.500
Medium Laser (+) 0.500 = 3.000
Medium Laser (+) 0.500 = 3.500
Large Re-engineered Laser (+) 0.945 = 4.445
Large Pulse Laser (C) (+) 1.100 = 5.545
Large Pulse Laser (C) (+) 1.100 = 6.645
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 42 = 279.090
Divided by the maximum heat output - 4 (/) 49 = 5.696
Rounded up to the nearest tenth = 5.7
--------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 6
==========================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
42 (Heat Sinks) = 42
3 (Movement) + 49 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 49 = -7
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
ER Small Laser (C) (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
Medium Laser (+) 0.500 = 2.500
Medium Laser (+) 0.500 = 3.000
Medium Laser (+) 0.500 = 3.500
Large Re-engineered Laser (+) 0.945 = 4.445
Large Pulse Laser (C) (+) 1.100 = 5.545
Large Pulse Laser (C) (+) 1.100 = 6.645
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 42 = 279.090
Divided by the maximum heat output - 4 (/) 49 = 5.696
Rounded up to the nearest tenth = 5.7
Unit receives Overheat (OV) value of 1
--------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 6
==========================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
42 (Heat Sinks) = 42
3 (Movement) + 20 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 20 = 22
Offensive Equipment: = 0.000
Large Pulse Laser (C) (+) 1.100 = 1.100
Large Pulse Laser (C) (+) 1.100 = 2.200
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
--------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 3
==========================================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------------------------
Standard: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
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Final Armor Value: 10
==========================================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------------------------
Engine: Inner Sphere Fusion on a 100 ton BattleMech = 8.0
--------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 8
==========================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------------
Unit is equipped with Angel ECM Suite = AECM
Unit is equipped with Anti-Missile System = AMS
Unit is equipped with CASE II = CASEII
Unit is equipped with Re-engineered Lasers = REL
==========================================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 6 (Medium) + 6 (Medium) + 3 (Long) = 21.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 23.000
Overheat Factor 1 (Overheat) (+) 1.000 = 24.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 24.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 28.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 30.800
Final DIR Round to nearest half point = 31.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 2.250
Final DIR Defensive Interaction Rating (+) 31.000 = 33.250
Unit's Final Point Value:
Offensive Value = 24.000
Defensive Value (+) 33.250 = 57.250
Force Bonus [AECM] Angel ECM Suite (+) 3.000 = 60.250
--------------------------------------------------------------------------------------------------------------------------
Final Point Value: 60
Cost Breakdown
Name/Model: Marauder II MAD-10E
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: Biped BattleMech
====================================================================================================================================
Structural Cost
------------------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (307 pts) 19.5 x 10,000 195,000.00
Internal Structure (Endo-Composite): 100 x 3,200 x 1 (+) 320,000.00 = 515,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 715,000.00
Engine (Fusion): (5,000 x 300 x 100) / 75 (+) 2,000,000.00 = 2,715,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,615,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,815,000.00
Life Support: 50,000 (+) 50,000.00 = 3,865,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 4,065,000.00
Heat Sinks (Double): 21 x 6,000 (+) 126,000.00 = 4,191,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 4,221,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 4,291,000.00
------------------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 4,291,000.00
====================================================================================================================================
Weapons and Equipment Cost
------------------------------------------------------------------------------------------------------------------------------------
Angel ECM Suite 750,000 750,000.00
Anti-Missile System (C) 100,000 (+) 100,000.00 = 850,000.00
Anti-Missile System (Ammo 24) [Empty Bin] (C) 0 (+) 0.00 = 850,000.00
CASE II 175,000 (+) 175,000.00 = 1,025,000.00
ER Small Laser (C) 11,250 (+) 11,250.00 = 1,036,250.00
Jump Jets 100 x (3 x 3) x 200 (+) 180,000.00 = 1,216,250.00
Large Pulse Laser (C) 175,000 (+) 175,000.00 = 1,391,250.00
Large Pulse Laser (C) 175,000 (+) 175,000.00 = 1,566,250.00
Large Re-engineered Laser 250,000 (+) 250,000.00 = 1,816,250.00
Medium Laser 40,000 (+) 40,000.00 = 1,856,250.00
Medium Laser 40,000 (+) 40,000.00 = 1,896,250.00
Medium Laser 40,000 (+) 40,000.00 = 1,936,250.00
Medium Laser 40,000 (+) 40,000.00 = 1,976,250.00
Medium Laser 40,000 (+) 40,000.00 = 2,016,250.00
Medium Laser 40,000 (+) 40,000.00 = 2,056,250.00
------------------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 2,056,250.00
====================================================================================================================================
BattleMech Cost
------------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 4,291,000.00
Weapons and Equipment Cost: (+) 2,056,250.00 = 6,347,250.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 12,694,500.00
------------------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 12,694,500.00