Marauder II
MAD-4A
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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
MAD-4B
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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 |
MAD-4HB
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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
MAD-5A
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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
MAD-5B
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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
MAD-5C
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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
MAD-5J
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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
MAD-5W
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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
MAD-6S
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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)
MAD-7H
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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: 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)