BattleMech Technical Readout
Name/Model: Marauder II MAD-3E
Designer: Castro
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 100
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 12,482,000 C-Bills
Battle Value: 2,189
Chassis: Standard
Power Plant: Vlar 300
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 Ceres Arms Smasher PPC
2 Ramtech 9500V Large VSP Lasers
6 Magna Mark II Medium Lasers
1 60mm Vulcan Anti-Missile System
1 Blazefire Spreadshot Small Pulse Laser
Manufacturer: General Motors
Primary Factory: New Valencia
Communications: Dalban Micronics with Angel ECM Suite
Targeting & Tracking: Dalban HiRez II
================================================================================================
Overview:
First built in 3012, the Marauder II is a successful attempt to take the firepower of the
Marauder and combine it with the reliability and ruggedness of an assault chassis.
In 3010 officers of the famous Wolf's Dragoons mercenary unit contracted with Blackwell
Industries of New Valencia on the project of modifying the highly successful 75-ton Marauder
into a 100-ton assault 'Mech. Working from existing plans the design phase proved to be very
short, the process of reinforcing the Marauder chassis turned out to be easier than
expected, enhanced by the removal of the finicky and temperamental General Motors Whirlwind
Autocannon for a much simpler Large Laser. First appearing with the famous Zeta Battalion
before spreading to Alpha Regiment, the Dragoons' enemies soon learned to fear the
appearance of Marauder IIs as foreshadowing a major advance, as for the remainder of the
Third Succession War it remained the exclusive property of the mysterious Dragoons.
This changed after the Fourth Succession War when Colonel Jaime Wolf authorized Blackwell to
increase production and allow outside buyers access, on the provision that each sale had to
be approved by the Dragoons. Now spreading in limited numbers, the largest buyer outside the
Dragoons would be the Miller's Marauders mercenary unit, famed for its almost exclusive use
of the Marauder chassis and the secret loan of its DropShips to Zeta Battalion for their
climactic rescue of the rest of the Dragoons on Crossing. When new unit commander Major
Susan Barber expressed interest in the Marauder II, Colonel Wolf gave Blackwell the go-ahead
to supply her with all she needed, by the Clan Invasion the now renamed Barber's Marauder II
would boast almost a regiment's worth of the fearsome assault 'Mech.
Though Barber's Marauder II would help drive the considerable interest and demand for the
powerful assault 'Mech, they would also damage its seeming aura of invincibility following
their ignoble destruction by Clan Jade Falcon on Koniz in June 3064. Seeking to rekindle
interest in their flagship 'Mech following its disastrous showing on Koniz, GM/Blackwell
noted the Vicore Industries triggered refresh of "classic" designs to develop a more
powerful and visually refreshed model. The resulting MAD-4S variant was the first widely
available Marauder II, Wolf's Dragoons' easing of sale restrictions partly motivated by
profit but also as a means to punish the Lyran Alliance for the theft of the Blackwell
developed light fusion engine, as of 3067 selling the 'Mech to all interested parties save
those the Dragoons were fighting against in the Chaos March; the Word of Blake and the
members of Trinity Alliance.
The demand for the Marauder II would only increase in the Jihad following the Blakist
destruction of GM and Blackwell's production facilities for the 'Mech as part of their
vendetta against the Wolf's Dragoons, with many salvaged examples in use among the nations
of the Inner Sphere in a large number of variations following the Blakists' fall, the most
notable being the MAD-6D developed by the Federated Suns and shared with the Republic of the
Sphere.
As the Dragoons' Marauder II factory on Outreach didn't survive the Jihad, Irian BattleMechs
Unlimited purchased the design plans from the Dragoons and, after retooling their Awesome
lines on Irian, began producing the newly acquired design. During the Dark Age Era, the
Republic of the Sphere ordered Irian to shut down many of their 'Mech production lines,
including the Marauder II - however, they never ceased producing them.
Capabilities:
The 3E was introduced in 3090 specially for the Free Worlds League as an upgraded model to
the Maruader-3E built around 800 years ago. Due to the abundance of lasers built by that
realm, the 3E model carried two of the newest lasers developed: two Large Variable Pulse
Lasers; each located in the arm assembly. The right torso gun assembly was taken up by a
Ceres Smasher PPC for some long range effectiveness. Additionally, the 3E replaced its
single heat sink banks with a more efficient double heat sink array, making the 'Mech more
heat manageable for the array of energy weaponry it possessed.
The designers kept the four Martell Medium Lasers from the original design, with two pairing
with each Large VSP in the arm. They further added two more Martell Medium Lasers mounted
in the central torso. Finally, the 3E mounts one Surefire Small pulse Laser just above its
cockpit for additional defense against infantry and light tanks.
Defensively, the designers were able to install an Angel ECM Suite in the left torso -
further adding to this mechs ability to operate for long periods of time on the battlefield
providing support to its lance, while also working mostly independently of ammunition very
much like its 75 ton sister the Marauder-3E. Finally, as it’s own ammo dependent weapon,
it mounts a 60mm Anti-Missile System with one ton of ammunition. While Mechwarriors do
complain about the proximity of the AMS to the cockpit and its deafening noise, those
complaints tend to silence when the Mechwarriors realize how much help it has been on the
field.
Deployment:
While limited, the Marauder II 3E experienced most of its combat on the Periphery of the
Free Worlds League. Its sole usage of energy weapons in lieu of ammunition made it a
favorite among Mechwarrior pilots or mercenary companies that spent many months waiting for
resupply or reinforcements. The 3E become so popular that even roving pirate groups would be
seen fielding the mech variant as supply was low for roving Pirate gangs.
Sadly, The Marauder II 3E was not without its flaws, potent though it was. In addition to
the weak linkage between its Gauss Rifle, now mounted in its left torso, and chassis; the
rotation rings connecting the chassis with the leg assemblies was a similar weak point in
the design. Many Marauder pilots took to mounting improvised armoring around these points in
an attempt to protect these vulnerabilities. The powerful HiRez tracking system, located in
the forward section of the 'Mech, was also known for impeding the pilot's field of view.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 10.00
Engine: 300 Fusion 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 20 [40] 10.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 307 19.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (rear): 16
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 42
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Small Pulse Laser H 1 1.00
2 Medium Lasers CT 2 2.00
PPC RT 3 7.00
Angel ECM Suite LT 2 2.00
Anti-Missile System LT 1 0.50
Large VSP Laser RA 4 9.00
2 Medium Lasers RA 2 2.00
Large VSP Laser LA 4 9.00
2 Medium Lasers LA 2 2.00
Anti-Missile System (Ammo 12) LL 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 56
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 6 / (M) 5 / (L) 1, OV: 1
Armor (A): 10, Structure (S): 8
Specials: AECM, AMS
Distribution
Name/Model: Marauder II MAD-3E
Technology: Inner Sphere
Tonnage: 100
Configuration: Biped BattleMech
=================================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.Large VSP Laser 4. Small Pulse Laser 4.Large VSP Laser
5.Large VSP Laser 5. Sensors 5.Large VSP Laser
6.Large VSP Laser 6. Life Support 6.Large VSP Laser
1.Large VSP Laser 1.Large VSP Laser
2.Double Heat Sink 2.Double Heat Sink
3.Double Heat Sink 3.Double Heat Sink
4.Double Heat Sink 4.Double Heat Sink
5. Medium Laser 5. Medium Laser
6. Medium Laser 6. Medium Laser
Left TorsoCenter TorsoRight Torso
1.Angel ECM Suite 1. Fusion Engine 1.PPC
2.Angel ECM Suite 2. Fusion Engine 2.PPC
3.Double Heat Sink 3. Fusion Engine 3.PPC
4.Double Heat Sink 4. Gyro 4.Double Heat Sink
5.Double Heat Sink 5. Gyro 5.Double Heat Sink
6.Double Heat Sink 6. Gyro 6.Double Heat Sink
1.Double Heat Sink 1. Gyro 1.Double Heat Sink
2.Double Heat Sink 2. Fusion Engine 2.Double Heat Sink
3.Double Heat Sink 3. Fusion Engine 3.Double Heat Sink
4.Double Heat Sink 4. Fusion Engine 4.Double Heat Sink
5.Double Heat Sink 5. Medium Laser 5.Double Heat Sink
6. Anti-Missile System 6. Medium Laser 6.Double Heat Sink
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Anti-Missile System (Ammo 12) 5. Roll Again
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Marauder II MAD-3E
Technology: Inner Sphere
Tonnage: 100
Configuration: Biped BattleMech
=================================================================================================
Defensive Battle Rating
-------------------------------------------------------------------------------------------------
Armor (Standard): 307 x 2.5 x 1 767.500
Internal Structure (Standard w/ Fusion Engine): 152 x 1.5 x 1 x 1 (+) 228.000 = 995.500
Gyro (Standard): 100 x 0.5 (+) 50.000 = 1,045.500
Defensive Equipment:
Angel ECM Suite (+) 100.000 = 1,145.500
Anti-Missile System (+) 32.000 = 1,177.500
Anti-Missile System (Ammo 12) (+) 11.000 = 1,188.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 1,173.500
Defensive Movement Factor: +2 (*) 1.20 = 1,408.200
-------------------------------------------------------------------------------------------------
Final Defensive Battle Rating: 1,408.200
=================================================================================================
Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 40 (Heat Sinks) - 2 (Movement) - 50 (Weapons) = -6
Offensive Equipment:
PPC 176.000
Large VSP Laser (+) 123.000 = 299.000
Large VSP Laser (+) 123.000 = 422.000
Medium Laser (+) 46.000 = 468.000
Medium Laser (+) 46.000 = 514.000
Medium Laser (+) 46.000 = 560.000
Medium Laser (+) 46.000 = 606.000
Medium Laser (+) 46.000 = 652.000
Medium Laser [Inefficient] (+) 23.000 = 675.000
Small Pulse Laser [Inefficient] (+) 6.000 = 681.000
Total 'Mech Tonnage: (+) 100.000 = 781.000
Speed Factor: 5 (Run) + 0 (Jump) (*) 1.000 = 781.000
-------------------------------------------------------------------------------------------------
Final Offensive Battle Rating: 781.000
=================================================================================================
BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,408.200
Offensive Battle Rating: (+) 781.000 = 2,189.200
-------------------------------------------------------------------------------------------------
Final BattleMech Battle Value: 2,189
Cost Breakdown
Name/Model: Marauder II MAD-3E
Technology: Inner Sphere
Tonnage: 100
Configuration: Biped BattleMech
================================================================================================================================
Structural Cost
--------------------------------------------------------------------------------------------------------------------------------
Armor (Standard): (307 pts) 19.5 x 10,000 195,000.00
Internal Structure (Standard): 100 x 400 x 1 (+) 40,000.00 = 235,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 435,000.00
Engine (Fusion): (5,000 x 300 x 100) / 75 (+) 2,000,000.00 = 2,435,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 3,335,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 3,535,000.00
Life Support: 50,000 (+) 50,000.00 = 3,585,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 3,785,000.00
Heat Sinks (Double): 20 x 6,000 (+) 120,000.00 = 3,905,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 3,935,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 4,005,000.00
--------------------------------------------------------------------------------------------------------------------------------
Total Structural Cost: 4,005,000.00
================================================================================================================================
Weapons and Equipment Cost
--------------------------------------------------------------------------------------------------------------------------------
Angel ECM Suite 750,000 750,000.00
Anti-Missile System 100,000 (+) 100,000.00 = 850,000.00
Anti-Missile System (Ammo 12) [Empty Bin] 0 (+) 0.00 = 850,000.00
Large VSP Laser 465,000 (+) 465,000.00 = 1,315,000.00
Large VSP Laser 465,000 (+) 465,000.00 = 1,780,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,820,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,860,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,900,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,940,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,980,000.00
Medium Laser 40,000 (+) 40,000.00 = 2,020,000.00
PPC 200,000 (+) 200,000.00 = 2,220,000.00
Small Pulse Laser 16,000 (+) 16,000.00 = 2,236,000.00
--------------------------------------------------------------------------------------------------------------------------------
Total Weapons and Equipment Cost 2,236,000.00
================================================================================================================================
BattleMech Cost
--------------------------------------------------------------------------------------------------------------------------------
Structural Cost: 4,005,000.00
Weapons and Equipment Cost: (+) 2,236,000.00 = 6,241,000.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 12,482,000.00
--------------------------------------------------------------------------------------------------------------------------------
Final BattleMech Cost 12,482,000.00
Dark Age (3081 - 3150)
Standard
Introductory
Tournament Legal
Advanced
Experimental
3150
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3141
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Jihad (3068 - 3080)
Advanced
Introductory
Tournament Legal
Advanced
Experimental
3080
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3071
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3069
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3068
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Tournament Legal
Advanced
Experimental
3067
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3066
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3065
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3064
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3063
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Experimental
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Star League (2439 - 2780)
Unavailable
Introductory
Tournament Legal
Advanced
Experimental
2780
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Alpha Strike Conversion
Name/Model: Marauder II MAD-3E
Technology: Inner Sphere
Tonnage: 100
Configuration: Biped BattleMech
==========================================================================================================================
Determine Unit Type
--------------------------------------------------------------------------------------------------------------------------
Ground Units: BattleMech = BM
--------------------------------------------------------------------------------------------------------------------------
Final Unit Type: BM
==========================================================================================================================
Determine Weight/Size Class
--------------------------------------------------------------------------------------------------------------------------
Tonnage: 100 (greater than or equal to 80 and less than or equal to 100) = 4
--------------------------------------------------------------------------------------------------------------------------
Final Weight/Size Class: 4
==========================================================================================================================
Convert Movement and Movement Modes
--------------------------------------------------------------------------------------------------------------------------
Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
--------------------------------------------------------------------------------------------------------------------------
Final Movement and Movement Modes: 6"
==========================================================================================================================
Determine Short Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
40 (Heat Sinks) = 40
2 (Movement) + 50 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 49 = -9
Offensive Equipment: = 0.000
Small Pulse Laser (+) 0.330 = 0.330
Medium Laser (+) 0.500 = 0.830
Medium Laser (+) 0.500 = 1.330
Medium Laser (+) 0.500 = 1.830
Medium Laser (+) 0.500 = 2.330
Medium Laser (+) 0.500 = 2.830
Medium Laser (+) 0.500 = 3.330
PPC (+) 0.750 = 4.080
Large VSP Laser (+) 1.265 = 5.345
Large VSP Laser (+) 1.265 = 6.610
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 40 = 264.400
Divided by the maximum heat output - 4 (/) 49 = 5.396
Rounded up to the nearest tenth = 5.4
--------------------------------------------------------------------------------------------------------------------------
Final Short Range Damage Value: 6
==========================================================================================================================
Determine Medium Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
40 (Heat Sinks) = 40
2 (Movement) + 50 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 49 = -9
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
Medium Laser (+) 0.500 = 1.500
Medium Laser (+) 0.500 = 2.000
Medium Laser (+) 0.500 = 2.500
Medium Laser (+) 0.500 = 3.000
Large VSP Laser (+) 0.863 = 3.863
Large VSP Laser (+) 0.863 = 4.726
PPC (+) 1.000 = 5.726
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 40 = 229.040
Divided by the maximum heat output - 4 (/) 49 = 4.674
Rounded up to the nearest tenth = 4.7
Unit receives Overheat (OV) value of 1
--------------------------------------------------------------------------------------------------------------------------
Final Medium Range Damage Value: 5
==========================================================================================================================
Determine Long Range Damage Value
--------------------------------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is efficient
40 (Heat Sinks) = 40
2 (Movement) + 10 (Weapons) + 1 (Anti-Missile) - 4 (Base) (-) 9 = 31
Offensive Equipment: = 0.000
PPC (+) 1.000 = 1.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.0
--------------------------------------------------------------------------------------------------------------------------
Final Long Range Damage Value: 1
==========================================================================================================================
Convert Armor
--------------------------------------------------------------------------------------------------------------------------
Standard: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
--------------------------------------------------------------------------------------------------------------------------
Final Armor Value: 10
==========================================================================================================================
Convert Structure
--------------------------------------------------------------------------------------------------------------------------
Engine: Inner Sphere Fusion on a 100 ton BattleMech = 8.0
--------------------------------------------------------------------------------------------------------------------------
Final Structure Value: 8
==========================================================================================================================
Determine Special Abilities
--------------------------------------------------------------------------------------------------------------------------
Unit is equipped with Angel ECM Suite = AECM
Unit is equipped with Anti-Missile System = AMS
==========================================================================================================================
Determine Point Value
--------------------------------------------------------------------------------------------------------------------------
Unit's Offensive Value:
Attack Damage Factor 6 (Short) + 5 (Medium) + 5 (Medium) + 1 (Long) = 17.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 19.000
Overheat Factor 1 (Overheat) (+) 1.000 = 20.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 20.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 8 (Structure) x 1.0 (Other Unit) (+) 8.000 = 28.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 30.800
Final DIR Round to nearest half point = 31.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") = 0.750
Special Ability Factor [AMS] Anti-Missile System (+) 1.000 = 1.750
Final DIR Defensive Interaction Rating (+) 31.000 = 32.750
Unit's Final Point Value:
Offensive Value = 20.000
Defensive Value (+) 32.750 = 52.750
Force Bonus [AECM] Angel ECM Suite (+) 3.000 = 55.750
--------------------------------------------------------------------------------------------------------------------------
Final Point Value: 56