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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Marauder MAD-3K
Designer:           Rudel Gurken
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            75
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3009
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         6,289,500 C-Bills
Battle Value:       1,473

Chassis:              GM Marauder 
Power Plant:          Vlar 300 
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Valiant Lamellor
Armament:             
    3 Magna Mark III Large Lasers
    2 Magna Mark II Medium Lasers
Manufacturer:         Luthien Armor Works
    Primary Factory:  Luthien
Communications:       Dalban Micronics
Targeting & Tracking: Dalban HiRez

================================================================================================
Overview:
    The MAD-3R Marauder was a feared Mech throughout the Succession Wars but needed an
    experienced warrior at its controls because of its rather low armor and high heat buildup.
    
    Causalities were high in the 3rd Succession War and so more and more rookies were sent to
    the front and even assigned to Marauders. This 'green' warriors mostly lacked a cool head
    and often started to blast away with both PPCs in the heat (!) of the battle. So Marauders
    were seen on the battlefield with an explosion ripping through their torso as the ammo
    cooked off or others that were shot to pieces because of a shutdown.
    
    Michael Pahlke, a tech in the vast repair facilities of  Luthien Armor Works, had a lot to
    do that time.
    
    In 3008 he noticed that he had repaired a specific MAD-3R three times that year, always
    heavily damaged because of a shutdown. He swore to his comrades that, if it comes back a
    forth time this year, he will do something about this. And, as fate would have it, this
    Marauder came back badly mauled in mid-December 3008.
    
    Pahlke didn´t want to loose his face so he had something to do.
    
    By using his 'special relations' to a procurement officer named Irina Namura he got his
    hands on numerous different spare-parts and weapons.

Capabilities:
    The techs of the houses Davion, Marik and Liao tried to solve the heat-problem by mounting
    lighter weapons to get more heatsinks but two of this variants kept the dangerous ammo and
    none of them addressed the low armor.
    
    It took Pahlke four days tinkering with different weapon configurations in his mind until he
    came up with a planned refit he thought would work best: His variant was similar to the
    MAD-3M but a third large laser replaced the AC. So he was able to increase the armor by two
    tons and to push the number of heatsinks to 22.
    
    Ready in mid-January 3009 the MAD-3K underwent some tests that showed ist advantages.
    
    Pahlke´s Marauder was able to shoot 3-2-3 salvos with ist large lasers at maximum speed
    without any reduction in speed or effectivenes. The test-pilot was plaesed with the lack of
    ammo and the additional armor-plating too. The only thing he found to complain about was
    the somewhat reduced range but on the other side he liked the fact that he was able to fire
    away with his mainguns at ranges short of 100 meters with no targeting difficulties.
    
    The MAD-3K was such a success that Luthien Armor Works offered a factory upgrade based on
    Pahlke´s modifications. While Pahlke´s 'prototyp' had the third large laser mounted in the
    former position of the AC in the right torso in the 'series' it was moved to the center
    torso so no asymetric recalibration of a new gyro was needed.
    
    Michael Pahlke got a medal for excellent service to the cause of the draconian people and
    some (not too high) rise of his wage.

Deployment:
    The MAD-3K appeared in several DCMS units mostly with a high percentage of 'green' warriors.
    
    A handfull of this machines also ended up in the hands of the later FedCom.

Variants:
    The only variant of this mech is the MAD-4K, a factory refit since 3049.
    
    The large lasers were replaced by ER-versions and the whole heatdissipating net was changed
    to 22 (!) doubleheatsinks.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  7.50                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                                 0                                               
Heat Sinks (Single):                            22                    12.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  216                    13.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      23             35       
    Center Torso (rear):                              10       
    R/L Torso:                         16             24       
    R/L Torso (rear):                                  8       
    R/L Arm:                           12             24       
    R/L Leg:                           16             25       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Large Laser                                               CT                2          5.00             
Large Laser                                               RA                2          5.00             
Medium Laser                                              RA                1          1.00             
Large Laser                                               LA                2          5.00             
Medium Laser                                              LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 35
TP: BM,  SZ: 3,  TMM: 1,  MV: 8"
Damage: (S) 3 / (M) 3 / (L) 0,  OV: 1
Armor (A): 7,  Structure (S): 6
Specials: ENE