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Marauder II MAD-9A
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Vagabond
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PostPosted: 18-Sep-2005 16:37    Post subject: Marauder II MAD-9A Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Marauder II MAD-9A
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          100 tons
Chassis:       GM Marauder Standard
Power Plant:   300 General Motors XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Lamellor Standard
Armament:      
  2 Blackwell Fury Gauss Rifles
  2 Diverse Optics Type ER Medium Lasers
  1 LB 20-X AC
Manufacturer:  General Motors/Blackwell Industries
  Location:    New Valencia
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez II

------------------------------------------------------------------------------
==Overview:==
     Once the exclusive property of the mercenary Wolf's Dragoons, the
Marauder II has appeared in other units only within the last ten years, and it
has come to the attention of our Blessed Order that the Wolf's Dragoons are
deploying a new version of this assume machine.  We have referenced this
variant as the 9A and have only spotted its presence a few times on the
Dragoon proving grounds.  

==Capabilities:==
     Our agents in the field were capable of getting several detailed photos
of this variant during the few test trials that it was spotted.  Our analysis
division has extrapolated from these photos that this newest variant is among
the most fearsome that have been spotted.  It seems to fore go caution and
adopt a raw power doctrine.  As part of this doctrine, the 9A variant is
assumed to use an XL Fusion engine do to the shear mass of the weapons load
employed;  While this may indeed make the 'Mech more fragile then some other
assault 'Mechs this variant has seemingly more then compensated for this
defect through shear firepower.  It is this firepower that sets and has always
set the Marauder II apart from other assault 'Mechs.
     In addition, it has been the Marauder II's signature weapons placement
that has allowed it great flexibility in the field.  This weapons placement
configuration continues to be featured in this variant with a change in only a
few of weapon types in each location.  An example Precentor Marshal is the use
of a Gauss Rifles under slung with an Extended Range Medium laser in each arm
instead of the typical Particle Cannon and Medium laser, and it is this twin
Gauss Rifle configuration that gives this variant such awesome fire power.  No
weapon in the Inner Sphere is as flexible and lethal as the Gauss Rifle.  This
weapon is capable of devastating any 'Mech with a single shot or completely
destroying most light 'Mechs with as many shots.  These two cannons form the
back bone of the 9A variant.  In addition to these twin cannons is a weapon
that strikes terror into the heart of even the most battle hardened warrior: a
Class 20 Auto-Cannon.  To be more specific Precentor, a LB 20-X Auto-Cannon,
which the Dragoon's seemed to have acquired from House Kurita who use them on
there Sunder line of 'Mechs.  This may very well be a glimpse of a shift
between old enemies and new allies in the Inner Sphere Precentor Marshall. 
The Dragoons have replaced the original LB 10-X Auto-Cannon in the right torso
with the larger Class 20 cannon.  However, do to the shear size of the cannon,
the designers were required to relocate a lot of equipment and move the ammo
bays to the left torso.  
     Further more, the Dragoons removed all of the Marauder II's jump jet
equipment in order to free up both weight and space for the new cannon.  The
Dragoons not only removed the Jump Jets but also reduced the number of Heat
Sinks mounted on the design.  At first this would seem a negative idea
Precentor but when you consider that the variants Primary weapons create ten
to six percent of the heat of other Marauder IIs, it is clear that this was a
prudent move.  There will, however, be many who criticize the Dragoons for the
changes they have made to this variant.  One such criticism would be the fact
that a 'Mech that once never had any ammo dependency can now no longer last on
the battlefield for more then a little over three minutes, which is a valid
criticism; however, it is one that most will feel is out weighed by the
firepower that has been gained.  Overall, it is the opinion of Analysis
Division 9 Section 42 that most of these changes in this variant have
increased the 'Mech's abilities and made the Marauder II an even more viscous
weapon.  


==Deployment==
     This new variant has yet to see wide deployment.

--------------------------------------------------------
Type/Model:    Marauder II MAD-9A
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 XL Fusion                12      9.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  307 pts Standard              0     19.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         46      
   Center Torso (Rear):                 16      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      42/42      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   40     12     20.00
  (Ammo Locations: 5 LT)
1 ER Medium Laser        RA      5           1      1.00
1 Gauss Rifle            LA      1           7     15.00
1 ER Medium Laser        LA      5           1      1.00
1 LB 20-X AC             RT      6   20     15     18.00
  (Ammo Locations: 4 LT)
--------------------------------------------------------
TOTALS:                         18          71    100.00
Crits & Tons Left:                           7       .00

Calculated Factors:
Total Cost:        22,970,000 C-Bills
Battle Value:      2,146
Cost per BV:       10,703.63
Weapon Value:      3,631 / 3,631 (Ratio = 1.69 / 1.69)
Damage Factors:    SRDmg = 47;  MRDmg = 32;  LRDmg = 14
BattleForce2:      MP: 3,  Armor/Structure: 8/4
                   Damage PB/M/L: 7/6/3,  Overheat: 0
                   Class: MA;  Point Value: 21



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Delta
Lyran Alliance
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Posts: 635

PostPosted: 18-Sep-2005 16:49    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Nice design, Vagabond. Nasty payload, at any range. Once they're within LBX Range, you have a nice damage capacity. 20 shots for each Gauss and the LBX gives it a nice endurace. And its got maxed armor, also good.

However, its pretty deadly, but if you could pack on Endo Steel, you could chuck on a couple more mediums, ER or standard. Just an idea.
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Delta
Lyran Alliance
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PostPosted: 18-Sep-2005 16:50    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Nice design, Vagabond. Nasty payload, at any range. Once they're within LBX Range, you have a nice damage capacity. 20 shots for each Gauss and the LBX gives it a nice endurace. And its got maxed armor, also good.

However, its pretty deadly, but if you could pack on Endo Steel, you could chuck on a couple more mediums, ER or standard. Just an idea.
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Erenon
Blighted Sun Battalion
2nd Company
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PostPosted: 18-Sep-2005 20:43    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Nice..mean..

just a little quibble..
shouldn't it be
Precentor Martial?


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StarRaven
Federated Suns
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PostPosted: 18-Sep-2005 23:31    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Well, this is certainly evil. I might miss the jump and standard engine, but none of that will matter much, especially within LB-20X range. That is simply some awesome firepower. This is exactly what XL engines are for: weapons.

And Delta: endo-steel is a good idea, but it won't work here. There are only 7 free crits; you'd need 14.

It would be nice if IS ES/FF were only 10 or 11 crits. No other IS equipment is fully twice the size of the Clan version. ::shrug:: Oh well. Not like we can change it.

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Vagabond
Mercenary
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Joined: 04-Feb-2002 00:00
Posts: 5724
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PostPosted: 19-Sep-2005 01:51    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Quote:

On 2005-09-18 20:43, Erenon wrote:
Nice..mean..

just a little quibble..
shouldn't it be
Precentor Martial?




And I even looked up the Precentor part to get it right. Oh well.

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Vagabond
Mercenary
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Joined: 04-Feb-2002 00:00
Posts: 5724
Location: United States
PostPosted: 19-Sep-2005 01:56    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Ya, I got the idea while reading another post. I think it was the other Marauder post or review. So I tinkered with some numbers and Borka Borka Borka... Chicken!

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bladewind
Free Rasalhague Republic
Major General
Major General


Joined: 02-Oct-2004 00:00
Posts: 1054
Location: Singapore
PostPosted: 19-Sep-2005 04:24    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

The GR ammo should be more spread out alittle. I don't wanna lose 40 shots if my right arm is gone !

Its a minor thing though. Nothing a good tech cannot fix.
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PostPosted: 19-Sep-2005 05:01    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

I'd like to see a C3 version. Those twin Gauss Rifles have a LOT of ammo, and I can't think of a better use than firing at maximum range, with point-blank modifiers.


Also, you seem to be lacking in the CASE department...


[ This Message was edited by: Warhammer: 3025 on 2005-09-19 05:04 ]
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Zippythewonderslug
Federated Suns
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PostPosted: 19-Sep-2005 05:32    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

I must agree with some of the others here. Case very important. not fond of XL's realy but with out case your beging for a golden bb heeh. a C3 slave would be great for this. I would mention cost but with those weapons your not building for that factory hehe. so a slave and then put it in a desent lance with maybe a faster unit or tank with a C3 and you got a nasty surprise their. though I think it might work better if you lower or droped the LBX 20 and tacked on extra lasers or some thing for close range. all eggs in one baskit type of thinking but thats just my option. I go more for the primary weapon/s supported by a number of secondarys.


but then I use archers to fist fight hunchbacks so what do I know

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Sleeping Dragon
Draconis Combine
Tai-i
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PostPosted: 19-Sep-2005 08:31    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Really dangerous, but I must agree with both suggestions (C3 and CASE). Maybe I would sacrifice the armor to get C3 and CASE at least for LB ammo. Gauss ammo would be placed somewhere else, but I think that in LT it actually works as crit sink and it should stay there.

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Vagabond
Mercenary
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PostPosted: 19-Sep-2005 23:20    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Unless I moved said ammo to the legs, there is just not that many options avalible.

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Vagabond
Mercenary
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Posts: 5724
Location: United States
PostPosted: 19-Sep-2005 23:34    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Hmmm. CASE I can do; however, C3 does not fit the mechs creators. This isa Dragoon mech and C3 is not in wide use by them if at all. Ya, they could get it shipped in but if they did so they would need to alter some machines to aid this bad boy. It is my decision that while it would be highly benifitial, it just does not work at this time. I will, however, post a revamp with CASE.

               BattleMech Technical Readout

Type/Model:    Marauder II MAD-9A-2
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          100 tons
Chassis:       GM Marauder Standard
Power Plant:   300 General Motors XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Lamellor Standard
Armament:      
  2 Gauss Rifles
  2 ER Medium Lasers
  1 LB 20-X AC
Manufacturer:  General Motors/Blackwell Industries
  Location:    New Valencia
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez II

------------------------------------------------------------------------------
==Overview:==
     Once the exclusive property of the mercenary Wolf's Dragoons, the
Marauder II has appeared in other units only within the last ten years, and it
has come to the attention of our Blessed Order that the Wolf's Dragoons are
deploying a new version of this assume machine.  We have referenced this
variant as the 9A and have only spotted its presence a few times on the
Dragoon proving grounds.  

==Capabilities:==
     Our agents in the field were capable of getting several detailed photos
of this variant during the few test trials that it was spotted.  Our analysis
division has extrapolated from these photos that this newest variant is among
the most fearsome that have been spotted.  It seems to fore go caution and
adopt a raw power doctrine.  As part of this doctrine, the 9A variant is
assumed to use an XL Fusion engine do to the shear mass of the weapons load
employed;  While this may indeed make the 'Mech more fragile then some other
assault 'Mechs this variant has seemingly more then compensated for this
defect through shear firepower.  It is this firepower that sets and has always
set the Marauder II apart from other assault 'Mechs.
     In addition, it has been the Marauder II's signature weapons placement
that has allowed it great flexibility in the field.  This weapons placement
configuration continues to be featured in this variant with a change in only a
few of weapon types in each location.  An example Precentor Marshal is the use
of a Gauss Rifles under slung with an Extended Range Medium laser in each arm
instead of the typical Particle Cannon and Medium laser, and it is this twin
Gauss Rifle configuration that gives this variant such awesome fire power.  No
weapon in the Inner Sphere is as flexible and lethal as the Gauss Rifle.  This
weapon is capable of devastating any 'Mech with a single shot or completely
destroying most light 'Mechs with as many shots.  These two cannons form the
back bone of the 9A variant.  In addition to these twin cannons is a weapon
that strikes terror into the heart of even the most battle hardened warrior: a
Class 20 Auto-Cannon.  To be more specific Precentor, a LB 20-X Auto-Cannon,
which the Dragoon's seemed to have acquired from House Kurita who use them on
there Sunder line of 'Mechs.  This may very well be a glimpse of a shift
between old enemies and new allies in the Inner Sphere Precentor Marshall. 
The Dragoons have replaced the original LB 10-X Auto-Cannon in the right torso
with the larger Class 20 cannon.  However, do to the shear size of the cannon,
the designers were required to relocate a lot of equipment and move the ammo
bays to the left torso.  
     Further more, the Dragoons removed all of the Marauder II's jump jet
equipment in order to free up both weight and space for the new cannon.  The
Dragoons not only removed the Jump Jets but also reduced the number of Heat
Sinks mounted on the design.  At first this would seem a negative idea
Precentor but when you consider that the variants Primary weapons create ten
to six percent of the heat of other Marauder IIs, it is clear that this was a
prudent move.  There will, however, be many who criticize the Dragoons for the
changes they have made to this variant.  One such criticism would be the fact
that a 'Mech that once never had any ammo dependency can now no longer last on
the battlefield for more then a little over three minutes, which is a valid
criticism; however, it is one that most will feel is out weighed by the
firepower that has been gained.  Overall, it is the opinion of Analysis
Division 9 Section 42 that most of these changes in this variant have
increased the 'Mech's abilities and made the Marauder II an even more viscous
weapon.  


==Deployment==
     This new variant has yet to see wide deployment.

--------------------------------------------------------
Type/Model:    Marauder II MAD-9A-2
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 XL Fusion                12      9.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         44      
   Center Torso (Rear):                 15      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      42/42      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   40     12     20.00
  (Ammo Locations: 1 LA, 1 RA, 3 LT)
1 ER Medium Laser        RA      5           1      1.00
1 Gauss Rifle            LA      1           7     15.00
1 ER Medium Laser        LA      5           1      1.00
1 LB 20-X AC             RT      6   20     15     18.00
  (Ammo Locations: 4 LT)
CASE Equipment:          LT                  1       .50
--------------------------------------------------------
TOTALS:                         18          72    100.00
Crits & Tons Left:                           6       .00

Calculated Factors:
Total Cost:        23,060,000 C-Bills
Battle Value:      2,138
Cost per BV:       10,785.78
Weapon Value:      3,602 / 3,602 (Ratio = 1.68 / 1.68)
Damage Factors:    SRDmg = 47;  MRDmg = 32;  LRDmg = 14
BattleForce2:      MP: 3,  Armor/Structure: 8/4
                   Damage PB/M/L: 7/6/3,  Overheat: 0
                   Class: MA;  Point Value: 21



_________________
one must work hard to cultivate the mind and body. and one must always cultivate the mind.



//^(^_^)^\\
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 20-Sep-2005 06:19    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Very nice, I think that half ton of armor lost for CASE is well spent.

*purrs *

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Posts: 1856

PostPosted: 20-Sep-2005 06:47    Post subject: RE: Marauder II MAD-9A Reply to topic Reply with quote

Dragons don't purr. O_o

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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