Difference between revisions of "Marauder II"

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===Factions===
 
===Factions===
The MAD-7R can be found with these forces:
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* Lyran Commonwealth (Steiner)
 
* Lyran Commonwealth (Steiner)
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Revision as of 06:05, 30 January 2021

MAD-4A
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 0
Energy: 9
Missile: 0
Support: 0
Speed 3/5/3
Firepower Max Damage: 190
Max Stability: 40
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 93
Alpha: 88
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard
Core 300
Heat Sinks Single Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Right Torso L Laser
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Single Heat Sink
Left Arm Lower Arm
PPC
M Laser
Right Arm Lower Arm
PPC
M Laser
Left Leg Jump Jet (A)
Single Heat Sink
Right Leg Jump Jet (A)
Single Heat Sink


Description

The Marauder II was first built in 3012 in an attempt to take the firepower of the Marauder and combine it with the reliability and ruggedness of an assault chassis. This was achieved by generally upgrading the entire 'Mech's chassis to allow it to carry a much heavier armor and weapons load. The 'Mech was then armored with nineteen tons of armor, giving it protection that rivals that of the Atlas. Finally, to make up for the reduced mobility of the Marauder II, the 'Mech was outfitted with jump jets that give it a jumping capability of up to ninety meters. Blackwell Heavy Industries produced the design exclusively for Wolf's Dragoons until the end of the Fourth Succession War, when Jaime Wolf allowed them to sell to others.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-4A can be found with these forces:

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-4B
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 6
Energy: 5
Missile: 0
Support: 0
Speed 3/5/3
Firepower Max Damage: 200
Max Stability: 60
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 51
Alpha: 56
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard
Core 300
Heat Sinks Single Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso Single Heat Sink
Single Heat Sink
Single Heat Sink
Ammo AC/10
Ammo AC/10
Ammo AC/10
Ammo AC/10
Right Torso L Laser
Left Arm Lower Arm
AC/10
M Laser
Right Arm Lower Arm
AC/10
M Laser
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

The Marauder II was first built in 3012 in an attempt to take the firepower of the Marauder and combine it with the reliability and ruggedness of an assault chassis. This variant of the Marauder II, the -4B, is a rare introtech variant that carries a ballistic-heavy loadout while maintaining the -4A's armor and speed profile. The -4B carries a pair of AC/10s for its main firepower with 4 tons of ammo while a Large Laser and a pair of Medium Lasers back the autocannons up.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks

Factions

The MAD-4B can be found with these forces:

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-4HB
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Rocket Brawler
Stock Specifications
Hardpoints Ballistic: 0
Energy: 4
Missile: 9
Support: 0
Speed 3/5/3
Firepower Max Damage: 830
Max Stability: 380
Max Heat: 0
Durability Armor: 1,560
Structure: 761
Heat Efficiency Sinking: 69
Alpha: 199
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard
Core 300
Heat Sinks Single Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
RL10
Center Torso Jump Jet (A)
Heat Sink
Left Torso RL20
RL20
RL20
RL20
Right Torso RL20
RL20
RL20
RL20
Left Arm Lower Arm
PPC
M Laser
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Right Arm Lower Arm
Heat Sink
Heat Sink
Heat Sink
Heat Sink
PPC
M Laser
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

While the standard Marauder II, the MAD-5A, was built to spec for the Wolf's Dragoons to be a line combat unit and a traditional assault mech, the MAD-4HB is only one step removed from being a pirate design. Constructed by pirates after stealing a shipment of Marauder IIs meant for someone else, they removed the fancy equipment they couldn't maintain and filled in the holes with a frankly ungodly number of rockets, allowing the -4HB a punch that can instantly delete lesser mechs and even seriously damage mechs of its own caliber. After the rockets though, the -4HB has little firepower for an assault mech.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-4HB can be found with these forces:

  • Marian Hegemony
  • Pirates
Stock Loadout
Stock Loadout
MAD-5A
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 3
Energy: 7
Missile: 0
Support: 0
Speed 3/5/3
Firepower Max Damage: 220
Max Stability: 55
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 93
Alpha: 108
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XL
Core 300
Heat Sinks Single Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Heat Sink
Center Torso Jump Jet (A)
Left Torso Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Ammo LBX/10 Cluster
Ammo LBX/10 Slug
Ammo LBX/10 Cluster
Right Torso LBX AC/10
Heat Sink
Heat Sink
CASE
Left Arm Lower Arm
ER PPC
M Laser
Heat Sink
Heat Sink
Heat Sink
Right Arm Lower Arm
ER PPC
M Laser
Heat Sink
Heat Sink
Heat Sink
Left Leg Jump Jet (A)
Heat Sink
Right Leg Jump Jet (A)
Heat Sink


Description

The Marauder II was first built in 3012 in an attempt to take the firepower of the Marauder and combine it with the reliability and ruggedness of an assault chassis. The Marauder II carries as its primary weapons a pair of ER PPCs which give it a powerful long range punch. The ER PPCs are backed up by a LB-X Autocannon/10. Finally, for close range combat, the Marauder II carries two M Lasers. Finally, to make up for the reduced mobility of the Marauder II, the 'Mech was outfitted with jump jets that give it a jumping capability of up to ninety meters.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-5A can be found with these forces:

  • Local Government
  • Mercenaries
Stock Loadout
Stock Loadout
MAD-5B
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 3
Energy: 7
Missile: 0
Support: 0
Speed 3/5/3
Firepower Max Damage: 235
Max Stability: 70
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 105
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard
Core 300
Heat Sinks Double Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Center Torso Ammo Gauss
Jump Jet(A)
Left Torso Heat Sink (D)
Right Torso Gauss Rifle
Ammo Gauss
Ammo Gauss
Heat Sink (D)
Left Arm Lower Arm
ER PPC
M Laser
Heat Sink (D)
Right Arm Lower Arm
ER PPC
M Laser
Heat Sink (D)
Left Leg Jump Jet(A)
Right Leg Jump Jet(A)


Description

The MAD-5B carries the same weaponry as the standard Marauder II, but replaces the LB 10-X autocannon with a Gauss Rifle. To make room for this weapon, the MAD-5B only carries sixteen double heat sinks.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-5B can be found with these forces:

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-5C
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 3
Energy: 7
Missile: 0
Support: 0
Speed 3/5/3
Firepower Max Damage: 195
Max Stability: 52
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 111
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XL
Core 300
Heat Sinks Single Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Heat Sink
Center Torso Jump Jet (A)
Heat Sink
Left Torso Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Right Torso Ultra AC/5
Ammo UAC/5
Ammo UAC/5
Heat Sink
CASE
Left Arm Lower Arm
ER PPC
M Laser
Heat Sink
Heat Sink
Heat Sink
Right Arm Lower Arm
ER PPC
M Laser
Heat Sink
Heat Sink
Heat Sink
Left Leg Jump Jet(A)
Heat Sink
Right Leg Jump Jet(A)
Heat Sink


Description

The MAD-5C carries the same weaponry as the standard Marauder II, but replaces the LB 10-X autocannon with an Ultra Autocannon/5. With the extra space, the MAD-5C carries 32 Heat Sinks.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-5C can be found with these forces:

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-5J
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 4
Energy: 0
Missile: 4
Support: 1
Speed 3/5/5
Firepower Max Damage: 216
Max Stability: 78
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 78
Alpha: 44
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard
Core 300
Heat Sinks Double Heat Sinks
E-Cooling +2
Gyro Standard
Structure Endo-Steel (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Center Torso None
Left Torso SRM6
Ammo SRM6
Ammo LBX/10 Slug
CASE
Improved Jump Jet (A)
Right Torso SRM6
Ammo LBX/10 Slug
Ammo LBX/10 Cluster
CASE
Improved Jump Jet (A)
Left Arm Lower Arm
LBX AC/10
Right Arm Lower Arm
LBX AC/10
Left Leg Improved Jump Jet (A)
Right Leg Improved Jump Jet (A)


Description

Entirely designed for close-range brawling with a twist, the Marauder II-5J is a brutal and very surprising design. Armed with a fairly paltry loadout for its tonnage with just a pair of LB-10X Autocannons and a pair of SRM-4s, what makes the MAD-5J so dangerous is its four Improved Jump Jets. The IJJs give the -5J an unexpected range that can catch enemies unaware. Should you face one, be cautious of its capabilities.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-5J can be found with these forces:

  • Aurigan Directorate
  • Aurigan Restoration (Arano)
  • Capellan Confederation (Liao)
  • ComStar
  • Draconis Combine (Kurita)
  • Federated Suns (Davion)
  • Free Rasalhague Republic
  • Free Worlds League (Marik)
  • Local Government
  • Lyran Commonwealth (Steiner)
  • Magistracy Of Canopus
  • Mercenaries
  • Outworld Alliance
  • Pirates
  • Taurian Concordat
Stock Loadout
Stock Loadout
MAD-5W
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Moblile Close Quarters Assault
Stock Specifications
Hardpoints Ballistic: 0
Energy: 10
Missile: 0
Support: 0
Speed 3/5/3
Firepower Max Damage: 205
Max Stability: 44
Max Heat: 0
Durability Armor: 1,800
Structure: 761
Heat Efficiency Sinking: 105
Alpha: 108
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard
Core 300
Heat Sinks Double Heat Sinks
E-Cooling +2
Gyro Standard
Structure Endo-Steel (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Center Torso C3i
Left Torso Improved Jump Jet (A)
Improved Jump Jet (A)
Right Torso Improved Jump Jet (A)
Improved Jump Jet (A)
Heavy PPC
Heat Sink (D)
Left Arm Lower Arm
Snub-Nose PPC
Heat Sink (D)
Heat Sink (D)
Right Arm Lower Arm
Snub-Nose PPC
Heat Sink (D)
Heat Sink (D)
Left Leg None
Right Leg None


Description

A Word of Blake model of the Marauder II that is also in use with ComStar, the -5W carries a pair of Snub Nose PPCs as well as a Heavy PPC, with a C3i Computer for Level II coordination. A quintet of Improved Jump Jets give this variant extreme mobility, while 16 Double Heat Sinks help it keep cool.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-5W can be found with these forces:

  • ComStar
Stock Loadout
Stock Loadout
MAD-6S
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100
Stock Role Heavy Knife Fighter
Stock Specifications
Hardpoints Ballistic: 2
Energy: 5
Missile: 2
Support: 0
Speed 3/5/3
Firepower Max Damage: 290
Max Stability: 51
Max Heat: 0
Durability Armor: 1,520
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 110
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Light
Core 300
Heat Sinks Double Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Standard
Head Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso LRM20
Ammo UAC/20
Ammo UAC/20
Ammo LRM
Ammo LRM
CASE
Right Torso Ultra AC/20
Left Arm Lower Arm
Medium X-Pulse
Medium X-Pulse
Heat Sink (D)
Heat Sink (D)
Ammo UAC/20
Right Arm Lower Arm
Medium X-Pulse
Medium X-Pulse
Heat Sink (D)
Heat Sink (D)
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

Acquired by Defiance Industries from GM/Blackwell, the Marauder II has seen an overhaul for the LCAF resulting in the -6S variant. Keeping the incredible armor and the jump jets of all other Marauder IIs, the -6S is built around the newly developed Light Fusion Engine. Carrying a loadout mostly meant for knife-fighting, the -6S is a terror in close-quarters. A quartet of Medium X-Pulse Lasers backup a massive Ultra Autocannon/20 that lets the -6S put incredible damage into any target it can catch. For long range defense the -6S is limited to a 20-tube LRM rack only but its armor is expected to let it close with enemies.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks

Factions

The MAD-6S can be found with these forces:

  • Lyran Commonwealth (Steiner)


Stock Loadout
Stock Loadout
MAD-7H
Marauder II.png
General Data
'Mech Type BattleMech
Class Assault
Weight 100T
Stock Role Clantech Refit
Stock Specifications
Hardpoints Ballistic: 2
Energy: 5
Missile: 2
Support: 0
Speed 3/5/3
Firepower Max Damage: 305
Max Stability: 80
Max Heat: 0
Durability Armor: 1,565
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 119
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Clan XL
Core 300
Heat Sinks Double Heat Sinks
E-Cooling +2
Gyro Standard
Structure Standard (Fixed)
Armor Ferro-Fibrous
Head Combat Computer (Fixed)
Command Console
Center Torso Jump Jet (A)
Left Torso LRM20
Ammo LRM
Ammo LRM
CASE II
Right Torso Gauss Rifle
Ammo Gauss
Ammo Gauss
Left Arm Lower Arm
ER PPC (C)
Heat Sink (D)
Heat Sink (D)
Right Arm Lower Arm
ER PPC (C)
Heat Sink (D)
Heat Sink (D)
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

Designed by a Steiner mercenary on the front lines against Clan Jade Falcon, the MAD-7R proved adept enough that it was put in refit production by the Steiner authorities as they acquired the Clantech required to make it. Though it only carries three pieces of Clan technology, they're all critical: a Clan XL engine and a pair of Clan ER PPCs. An Inner Sphere Gauss Rifle and LRM-20 round it out. CASE II protects the ammo bins while a Command Console gives unparalleled battlefield control. The 7R found acceptance, but remains rare because of a lack of Clantech.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking, effectively three standard heat sinks


Factions

The MAD-7H can be found with these forces:

  • Lyran Commonwealth (Steiner)


Stock Loadout
Stock Loadout