Difference between revisions of "Marauder II"
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'''Special Note:''' The Marauder MAD-MR is a custom [[Community Content]] 'mech. | '''Special Note:''' The Marauder MAD-MR is a custom [[Community Content]] 'mech. |
Revision as of 02:07, 10 March 2022
MAD-4A
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Energy: 9 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 190 Max Stability: 40 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 93 Alpha: 88 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (SHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Center Torso | Jump Jet (A) |
Left Torso | Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink |
Right Torso | Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink Heat Sink L Laser |
Left Arm | M Laser PPC |
Right Arm | M Laser PPC |
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. 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
Factions
- Gray Death Legion
- Hanseatic League
- Mercenaries
- Mercenaries
- Winfield's Regiment
- Khorsakov's Cossacks
- Jacob's Juggernauts
- Grim Determination
- Lindon's Battalion
- Tooth of Ymir
- Rubinsky's Light Horse
- The Black Outlaws
- Barrett's Fusiliers
- 21st Centauri Lancers
- The Blackhearts
- Romanov's Crusaders
- The Krushers
- Narhal's Raiders
- Knights of Caerbannog
- Clean Kill
- Bullard's Armored Cavalry
- Bronson's Horde
- Quint's Olympian Groundpounders
- Irukjandi Company
- Gray's Ghosts
- Bannockburn's Bandits
- Ramilie's Raiders
- Dragonslayers
- Lone Star Regiment
- Harcourt's Destructors
- Longwood's Bluecoats
- Canopian Highlanders
- Caesar's Cohorts
- Antian Lanciarii
- Greenburg's Godzillas
- Mobile Fire
- Solaris VII Mercenary League
- Dismal Disinherited
- Eridani Light Horse
- Burr's Black Cobras
- Broadsword Legion
- 51st Dark Panzer Jaegers
- Lone Star Regiment
- Snord's Irregulars
- Wolf's Dragoons
- Northwind Highlanders
- Kell Hounds
- Knights Of St. Cameron
- Blue Star Irregulars
- Camacho's Caballeros
- Fist Of Mokal
- Simonson's Cutthroats
- Screaming Eagles
- Harlock's Warriors
- Smithson's Chinese Bandits
- Avanti's Angels
- Vanguard Legion
- Hsien Hotheads
- Dioscuri
- The Arcadians
- Always Faithful
- 12th Vegan Rangers
- Langendorf Lancers
- Olson's Rangers
- Lethal Injection
- Black Caravel
- Local Government
- Saiph Triumvirate
- Sarna Supremacy
- Styk Commonality
- Terracap Confederation
MAD-4B
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Ballistic: 6 Energy: 5 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 200 Max Stability: 60 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 51 Alpha: 56 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (SHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Center Torso | Jump Jet (A) |
Left Torso | Ammo AC/10 Ammo AC/10 Ammo AC/10 Ammo AC/10 Heat Sink Heat Sink Heat Sink |
Right Torso | L Laser |
Left Arm | AC/10 M Laser |
Right 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 load out 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
Factions
- Gray Death Legion
- Mercenaries
- Mercenaries
- Winfield's Regiment
- Khorsakov's Cossacks
- Jacob's Juggernauts
- Grim Determination
- Lindon's Battalion
- Tooth of Ymir
- Rubinsky's Light Horse
- The Black Outlaws
- Barrett's Fusiliers
- 21st Centauri Lancers
- The Blackhearts
- Romanov's Crusaders
- The Krushers
- Narhal's Raiders
- Knights of Caerbannog
- Clean Kill
- Bullard's Armored Cavalry
- Bronson's Horde
- Quint's Olympian Groundpounders
- Irukjandi Company
- Gray's Ghosts
- Bannockburn's Bandits
- Ramilie's Raiders
- Dragonslayers
- Lone Star Regiment
- Harcourt's Destructors
- Longwood's Bluecoats
- Canopian Highlanders
- Caesar's Cohorts
- Antian Lanciarii
- Greenburg's Godzillas
- Mobile Fire
- Eridani Light Horse
- Solaris VII Mercenary League
- Broadsword Legion
- 51st Dark Panzer Jaegers
- Burr's Black Cobras
- Fist Of Mokal
- Dismal Disinherited
- Northwind Highlanders
- Wolf's Dragoons
- Lone Star Regiment
- Blue Star Irregulars
- Snord's Irregulars
- Knights Of St. Cameron
- Camacho's Caballeros
- Hsien Hotheads
- Always Faithful
- Screaming Eagles
- Harlock's Warriors
- Smithson's Chinese Bandits
- Avanti's Angels
- Vanguard Legion
- Simonson's Cutthroats
- Dioscuri
- The Arcadians
- Langendorf Lancers
- 12th Vegan Rangers
- Lethal Injection
- Olson's Rangers
- Black Caravel
- Local Government
- Saiph Triumvirate
- Sarna Supremacy
- Styk Commonality
- Terracap Confederation
MAD-4HB
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Rocket Brawler |
Stock Specifications | |
Hardpoints | Energy: 4 Missile: 9 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 1000 Max Stability: 380 Max Heat: 0 |
Durability | Armor: 1560 Structure: 761 |
Heat Efficiency | Sinking: 69 Alpha: 240 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (SHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II 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 | Heat Sink Heat Sink Heat Sink Heat Sink M Laser PPC |
Right Arm | Heat Sink Heat Sink Heat Sink Heat Sink M Laser PPC |
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
Factions
- Marian Hegemony
- Marian Hegemony
- I Legio Martia Victrix
- Mercenaries
- Band of the Damned
- New Belt Pirates
- Tortuga Fusiliers
- Morrison's Extractors
- Death's Consorts
- Shen-Se Tian
- Pirates
MAD-5A
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Ballistic: 3 Energy: 7 Support: 1 |
Speed | 3/5/3 |
Firepower | Max Damage: 220 Max Stability: 55 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 93 Alpha: 98 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | XL Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (SHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Heat Sink Marauder II Combat Computer (Fixed) |
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 CLUSTER Ammo LBX/10 SLUG |
Right Torso | CASE Heat Sink Heat Sink LBX AC/10 |
Left Arm | ER PPC Heat Sink Heat Sink Heat Sink M Laser |
Right Arm | ER PPC Heat Sink Heat Sink Heat Sink M Laser |
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 Medium 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
Factions
- Gray Death Legion
- Mercenaries
- Mercenaries
- Camacho's Caballeros
- Greenburg's Godzillas
- Narhal's Raiders
- Barrett's Fusiliers
- Mobile Fire
- Vanguard Legion
- Avanti's Angels
- Screaming Eagles
- Smithson's Chinese Bandits
- Harlock's Warriors
- The Blackhearts
- Romanov's Crusaders
- Jacob's Juggernauts
- Lindon's Battalion
- Grim Determination
- The Krushers
- Winfield's Regiment
- Rubinsky's Light Horse
- Khorsakov's Cossacks
- The Black Outlaws
- 21st Centauri Lancers
- Tooth of Ymir
- Dioscuri
- The Arcadians
- Lone Star Regiment
- Dismal Disinherited
- Solaris VII Mercenary League
- Eridani Light Horse
- Northwind Highlanders
- Knights Of St. Cameron
- Snord's Irregulars
- Wolf's Dragoons
- Blue Star Irregulars
- 12th Vegan Rangers
- Broadsword Legion
- 51st Dark Panzer Jaegers
- Langendorf Lancers
- Lethal Injection
- Olson's Rangers
- Burr's Black Cobras
- Always Faithful
- Hsien Hotheads
- Simonson's Cutthroats
- Fist Of Mokal
- Knights of Caerbannog
- Local Government
MAD-5B
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Ballistic: 3 Energy: 7 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 235 Max Stability: 70 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 102 Alpha: 95 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Center Torso | Jump Jet (A) Ammo Gauss |
Left Torso | Heat Sink (D) |
Right Torso | Ammo Gauss Ammo Gauss Gauss Rifle Heat Sink (D) |
Left Arm | ER PPC Heat Sink (D) M Laser |
Right Arm | ER PPC Heat Sink (D) M Laser |
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
Factions
- Gray Death Legion
- Mercenaries
- Mercenaries
- Camacho's Caballeros
- Greenburg's Godzillas
- Narhal's Raiders
- Barrett's Fusiliers
- Mobile Fire
- Vanguard Legion
- Avanti's Angels
- Screaming Eagles
- Smithson's Chinese Bandits
- Harlock's Warriors
- The Blackhearts
- Romanov's Crusaders
- Jacob's Juggernauts
- Lindon's Battalion
- Grim Determination
- The Krushers
- Winfield's Regiment
- Rubinsky's Light Horse
- Khorsakov's Cossacks
- The Black Outlaws
- 21st Centauri Lancers
- Tooth of Ymir
- Dioscuri
- The Arcadians
- Lone Star Regiment
- Dismal Disinherited
- Solaris VII Mercenary League
- Eridani Light Horse
- Northwind Highlanders
- Knights Of St. Cameron
- Snord's Irregulars
- Wolf's Dragoons
- Blue Star Irregulars
- 12th Vegan Rangers
- Broadsword Legion
- 51st Dark Panzer Jaegers
- Langendorf Lancers
- Lethal Injection
- Olson's Rangers
- Burr's Black Cobras
- Always Faithful
- Hsien Hotheads
- Simonson's Cutthroats
- Fist Of Mokal
- Knights of Caerbannog
- Local Government
MAD-5C
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Ballistic: 3 Energy: 7 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 200 Max Stability: 50 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 102 Alpha: 98 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | XL Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (SHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Heat Sink Marauder II Combat Computer (Fixed) |
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 | CASE Heat Sink UAC/5 Ammo UAC/5 Ammo UAC/5 |
Left Arm | ER PPC Heat Sink Heat Sink Heat Sink M Laser |
Right Arm | ER PPC Heat Sink Heat Sink Heat Sink M Laser |
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 single heat sinks.
Bonuses
Mech Quirk: Combat Computer
-6 heat per turn
Pilot Affinity: Ice Cold
Adds 9 bonus heat sinking
Factions
- Gray Death Legion
- Mercenaries
- Mercenaries
- Camacho's Caballeros
- Greenburg's Godzillas
- Narhal's Raiders
- Barrett's Fusiliers
- Mobile Fire
- Vanguard Legion
- Avanti's Angels
- Screaming Eagles
- Smithson's Chinese Bandits
- Harlock's Warriors
- The Blackhearts
- Romanov's Crusaders
- Jacob's Juggernauts
- Lindon's Battalion
- Grim Determination
- The Krushers
- Winfield's Regiment
- Rubinsky's Light Horse
- Khorsakov's Cossacks
- The Black Outlaws
- 21st Centauri Lancers
- Tooth of Ymir
- Dioscuri
- The Arcadians
- Lone Star Regiment
- Dismal Disinherited
- Solaris VII Mercenary League
- Eridani Light Horse
- Northwind Highlanders
- Knights Of St. Cameron
- Snord's Irregulars
- Wolf's Dragoons
- Blue Star Irregulars
- 12th Vegan Rangers
- Broadsword Legion
- 51st Dark Panzer Jaegers
- Langendorf Lancers
- Lethal Injection
- Olson's Rangers
- Burr's Black Cobras
- Always Faithful
- Hsien Hotheads
- Simonson's Cutthroats
- Fist Of Mokal
- Knights of Caerbannog
- Local Government
MAD-5J
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Ballistic: 4 Missile: 4 Support: 3 |
Speed | 3/5/5 |
Firepower | Max Damage: 216 Max Stability: 78 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 78 Alpha: 40 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Endo-Steel Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Left Torso | CASE Improved Jump Jet (A) Ammo LBX/10 SLUG Ammo SRM SRM6 |
Right Torso | CASE Improved Jump Jet (A) Ammo LBX/10 CLUSTER Ammo LBX/10 SLUG SRM6 |
Left Arm | LBX AC/10 |
Right 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-6s, 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
Factions
- Gray Death Legion
- Mercenaries
- Mercenaries
- Northwind Highlanders
- Lone Star Regiment
- Dismal Disinherited
- Solaris VII Mercenary League
- Snord's Irregulars
- Blue Star Irregulars
- Knights Of St. Cameron
- Wolf's Dragoons
- Eridani Light Horse
MAD-5W
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Mobile Close Quarters Assault |
Stock Specifications | |
Hardpoints | Energy: 10 Support: 2 |
Speed | 3/5/5 |
Firepower | Max Damage: 165 Max Stability: 44 Max Heat: 0 |
Durability | Armor: 1800 Structure: 761 |
Heat Efficiency | Sinking: 108 Alpha: 100 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Endo-Steel Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Center Torso | C3i |
Left Torso | Improved Jump Jet (A) Improved Jump Jet (A) |
Right Torso | Heat Sink (D) Heavy PPC Improved Jump Jet (A) Improved Jump Jet (A) |
Left Arm | Heat Sink (D) Heat Sink (D) Snub-Nose PPC |
Right Arm | Heat Sink (D) Heat Sink (D) Snub-Nose PPC |
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
Factions
- ComStar
- ComStar
- 2nd Army V-Mu
- Terran Hegemony (Cameron)
- Word of Blake
- Word of Blake
- 40th Shadow Division
MAD-6S
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Heavy Knife-Fighter |
Stock Specifications | |
Hardpoints | Ballistic: 2 Energy: 5 Missile: 2 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 290 Max Stability: 50 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 102 Alpha: 89 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Light Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Center Torso | Jump Jet (A) |
Left Torso | CASE Ammo LRM Ammo LRM LRM20 Ammo UAC/20 Ammo UAC/20 |
Right Torso | UAC/20 |
Left Arm | Heat Sink (D) Heat Sink (D) Medium X-Pulse Medium X-Pulse Ammo UAC/20 |
Right Arm | Heat Sink (D) Heat Sink (D) Medium X-Pulse Medium X-Pulse |
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
Factions
- Lyran Commonwealth (Steiner)
- Lyran Commonwealth (Steiner)
- 6th Lyran Guards
MAD-7H
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Clantech Refit |
Stock Specifications | |
Hardpoints | Ballistic: 2 Energy: 5 Missile: 2 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 305 Max Stability: 80 Max Heat: 0 |
Durability | Armor: 1565 Structure: 761 |
Heat Efficiency | Sinking: 102 Alpha: 119 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | XL Engine (C) |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Ferro-Fibrous Armor |
Head | Command Console Marauder II Combat Computer (Fixed) |
Center Torso | Jump Jet (A) |
Left Torso | CASE II Ammo LRM Ammo LRM LRM20 |
Right Torso | Ammo Gauss Ammo Gauss Gauss Rifle |
Left Arm | ER PPC (C) Heat Sink (D) Heat Sink (D) |
Right 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-7H 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 7H 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
Factions
- Lyran Commonwealth (Steiner)
- Lyran Commonwealth (Steiner)
- 6th Lyran Guards
MAD-AL
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|
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Gladiator |
Stock Specifications | |
Hardpoints | Ballistic: 4 Energy: 3 Missile: 3 Support: 2 |
Speed | 3/5/3 |
Firepower | Max Damage: 272 Max Stability: 88 Max Heat: 0 |
Durability | Armor: 1520 Structure: 761 |
Heat Efficiency | Sinking: 90 Alpha: 72 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | XL Engine |
Core | 300 |
Heat Sinks | Heat Sink Kit (DHS) |
E-Cooling | +2 |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor |
Head | Marauder II Combat Computer (Fixed) |
Center Torso | Jump Jet (A) |
Left Torso | Beagle Probe Ammo Streak SRM Ammo Streak SRM Streak SRM6 Streak SRM6 Ammo UAC/10 |
Right Torso | Heat Sink (D) Heat Sink (D) M Pulse M Pulse Ammo UAC/10 |
Left Arm | UAC/10 |
Right Arm | UAC/10 |
Left Leg | Jump Jet (A) |
Right Leg | Jump Jet (A) Ammo UAC/10 |
Description
Armed with a brutal knife-fighting loadout, the Alpha is just that: the alpha of any combat. A pair each Ultra AC/10s, Streak SRM-6s, and Medium Pulse Lasers provide withering firepower while a trio of jump jets keep the Alpha moving and evasive. A Beagle Active Probe ensures nothing escapes its sight in the arena.
Bonuses
Mech Quirk: Combat Computer
-6 heat per turn
Mech Quirk: Hero Mech
+1 accuracy with ranged weapons, -6 heat at the end of the turn, +2 increased resolve gain
Pilot Affinity: Ice Cold
Adds 9 bonus heat sinking
Factions
The MAD-AL can only be found as an enemy duelist in Game Worlds contracts.
MAD-MR
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Sniper & Ranged Assault |
Stock Specifications | |
Hardpoints | Ballistic: 8 Energy: 6 |
Speed | 4/6/0 |
Firepower | Max Damage: 250 Max Stability: 40 Max Heat: 0 |
Durability | Armor: 1880 Structure: 761 |
Heat Efficiency | Sinking: 58 Alpha: 81 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | XXL Engine (C) |
Core | 400 |
Heat Sinks | Engine Sink Kit (CDHS) |
E-Cooling | +3 |
Gyro | XL Gyro |
Structure | Standard Structure (Fixed) |
Armor | Ferro-Fibrous Armor (C) |
Head | Improved Heat Bank Marauder II Combat Computer (Fixed) Marauder II Improved Targeting (Fixed) |
Center Torso | Null Signature System (Fixed) Sensors Torso Streak L Laser Torso DNI Cockpit |
Left Torso | Ammo Gauss [Half] Ammo Gauss [Half] Ammo Gauss [Half] Life Support NSS Components (Fixed) |
Right Torso | Ammo Gauss [Half] Ammo Gauss [Half] Ammo Gauss [Half] Life Support NSS Components (Fixed) |
Left Arm | Gauss Rifle (C) NSS Components (Fixed) Streak L Laser Upper Arm Impede Trickster (Fixed) Shoulder Tackle Trickster (Fixed) |
Right Arm | Gauss Rifle (C) NSS Components (Fixed) Streak L Laser Upper Arm Impede Trickster (Fixed) Shoulder Tackle Trickster (Fixed) |
Left Leg | NSS Components (Fixed) Lower Leg Muay Thai Trickster (Fixed) Foot Roundhouse + + (Fixed) |
Right Leg | NSS Components (Fixed) Lower Leg Muay Thai Trickster (Fixed) Foot Roundhouse + + (Fixed) |
Special Note: The Marauder MAD-MR is a custom Community Content 'mech.
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 -MR, is a mercenary custom job, armed with a blistering array of salvaged and scavenged weapons and technology. It truly is a terror on the battlefield and to be respected.
<b><color=#e51717>COMMUNITY CONTENT</color></b>
Bonuses
Mech Quirk: Combat Computer
-6 heat per turn
Mech Quirk: Improved Targeting
+1 accuracy with ranged weapons
Pilot Affinity: Ice Cold
Adds 9 bonus heat sinking
Factions