BattleMech Technical Readout
Name/Model: Marauder MAD-2S
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Configuration: Biped BattleMech
Era/Year: Star League / 2780
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 7,922,250 C-Bills
Battle Value: 1,903
Structure: Standard
Power Plant: 225 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Ferro-Fibrous
Armament:
1 LB 10-X AC
2 Medium Lasers
2 PPCs
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The Marauder has a long proud history as a warrior's and a commander's 'Mech throughout the
Succession Wars. One model that has been forgotten about over the centuries of fighting is
the relatively rare 3S version (and the even rarer 2S from which it was downgraded). This
model was once built at Defiance Industries on Hesperus, but that line was destroyed during
one of the many battles fought for the 'Mech manufacturer, with all examples destroyed by
the end of the 3rd Succession War.
Capabilities:
Although slower than a standard 3R model Marauder, the 3S version increases overall mobility
by adding jump jets to the design. The ability to clear 90 meter gaps was thought to provide
more options than a few kilometers more an hour ground speed. The only issue is that the
jump jets tended to be a bit temperamental at times, and were difficult to repair due to
some rare components. Fortunately, the weight freed up in the decreased engine mass allowed
for the armor to maximized on the frame, meaning that an opponent had to chew through even
more armor to get to the jets.
Offensively, the Marauder's firepower didn't change between the 3R and the 3S models, but
the latter does have an additional ton of autocannon ammunition (often used for flak ammo),
and the 'Mech could make better use of what firepower it did have thanks to the addition of
two more heat sinks. Its abilities as a command 'Mech were also improved due to the use of
the Tek Battlecom system.
(note: in addition to the standard Marauder quirks, this model has the Improved
Communications positive quirk and the Nonstandard Parts negative quirk.
Variants:
The MAD-2S Marauder was a variant produced at Defiance Industries of Hesperus II under
special contract during the late Star League and early Succession War eras. Like its later
downgraded cousin, the MAD-3S, it built on the standard model MAD-1R model, but downgraded
its engine to add more armor and make the 'Mech more mobile with the inclusion of jump jets
to enable it to make leaps of up to 90 meters at a time. The primary difference between
those older models (and its later cousin, the 3S), the MAD-2S actually upgraded the
firepower and other capabilities as well.
In place of the standard GM Whirlwind type Five 120 mm autocannon that fired 3 round bursts,
this model mounted a Luballin type 10 dual purpose autocannon that could switch between
standard HEAP rounds and a cluster round that fired a shotgun-like blast. This made the
autocannon even more effective at findings holes in its opponents, especially armor and
aircraft. To enable the 'Mech to detect its enemies as early as possible in combat, a Beagle
Active Probe was added to the design. Another addition that added to its offensive
possibilities was the Target Acquisition Gear (TAG) system that was mounted in the head of
the 'Mech. This piece of equipment allowed the 'Mech to spot for incoming artillery fire. To
enable this design to make the most of its firepower and mobility, double heat sinks were
installed, although mass considerations required the removal of several heat sinks in
comparison to the later MAD-3R and MAD-3S models.
Definsively, the MAD-2S set the standard for the later MAD-3S by mounting as much armor as
its frame would hold, but in this case, armored shell is composed of advanced ferro-fibrous
plating. Although this armor plate consumed much of the internal space of the 'Mech, it also
freed up enough space to mount another defensive improvement in the form of a Guardian ECM
suite. Finally, should the armored hull be breached, the ammunition stores for the
autocannon in the LT were encapsulated in a Cellular Ammunition Storage Equipment system to
protect the 'Mech from ammo explosions.
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Equipment Mass
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Internal Structure: Standard 7.50
Engine: 225 Fusion 10.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 231 13.00
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 36
Center Torso (rear): 10
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 24
R/L Leg: 16 32
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Weapons and Ammo Location Critical Tonnage
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TAG H 1 1.00
Jump Jet CT 1 1.00
Guardian ECM Suite RT 2 1.50
Jump Jet RT 1 1.00
LB 10-X AC RT 6 11.00
Beagle Active Probe LT 2 1.50
CASE LT 1 0.50
Jump Jet LT 1 1.00
LB 10-X AC (Ammo 10) LT 1 1.00
LB 10-X AC (Ammo 10) [Cluster] LT 1 1.00
Medium Laser RA 1 1.00
PPC RA 3 7.00
Medium Laser LA 1 1.00
PPC LA 3 7.00
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