BattleMech Technical Readout

Type/Model: Marauder MAD-3R
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 75 tons
Chassis: GM Marauder Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
   Jump Capacity:    0 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Magna Hellstar PPCs
2 Magna Mk II Medium Lasers
1 GM Whirlwind Autocannon/5
Manufacturer:    General Motors
   Location:    (Unknown)
Communications System:    Dalban Micronics
Targeting & Tracking System: Dalban HiRez


Overview:
         The MAD-3R Marauder is considered one of the most effective BattleMechs in existence. When first built by GM in the early 2600s, its unique design was intended as the precursor of a new generation of 'Mechs. With the fall of Star League, however, the other 'Mechs in the Marauder series remained on the drawing board. Although the Marauder is a common 'Mech today, many of its design elements remain unique.

Capabilities:
         Originally intended as a heavy attack/support 'Mech, the addition of sophisticated Dalban Micronics comgear enabled the Marauder to function as a command vehicle in areas of heavy fighting. It continues so today, with Marauders often appearing in command lances.
         Though its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.
         The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.
         The Magna Hellstar PPCs that provide the Marauder's main armament are of an advanced design, compact enough to be carried in the 'Mech's arms and durable enough to withstand the heavy shocks of hand-to-hand combat.
         The Marauder's secondary armament, a GM Whirlwind autocannon, was added almost as an afterthought. The cannon's linkage to the chassis has been troublesome (see below), and the gun itself tends to be rather temperamental, often refusing to function at crucial moments.
         The 'Mech's unusual profile makes it a harder target than other manlike 'Mechs, but some design flaws occasionally plague Marauder pilots. The tenuous linkage between the autocannon and the main chassis is a frequent target, because a successful hit would disable the autocannon. The same applies to the rotation ring between the chassis and the leg assembly. Numerous Marauders now bear improvised armor around these vulnerable areas. Another source of trouble is the Dalban HiRez tracking system located in the Marauder's forward section, which severely limits the operator's field of vision. These problems are comparatively minor, however. The Marauder remains a potent battlefield weapon.
         In addition to its command duties, the MAD-3R operates as a dangerous heavy-attack vehicle, outclassed only by 'Mechs such as the Stalker and the rare BattleMaster. Capable of shooting lighter 'Mechs to pieces and battling hand-to-hand with more heavily armored opponents, the Marauder is usually deployed in a heavy shock unit, along with Warhammers and Thunderbolts. Its PPC and autocannon also enable the 'Mech to lay down a long-range barrage before actual combat.

Battle History:
         After the fall of the Star League, the Marauder found ample employment in the hellish chaos of the Succession Wars. This common, dangerous 'Mech continues in the retinue of every Successor State.
         An early example of Successor State use of Marauders was in 2828, when Duchess Ilsa Liao sent Barton's Battalion of the 1st Regiment, McCarron's Armored Cavalry, against House Marik on Pella II. Barton's Battalion consisted of 90 Marauders massed together with 18 Warhammers.
         This experiment, tantamount to Duchess Liao placing all her eggs in one basket (House Liao possessed only a few hundred Marauders at this time, and Barton's unit represented a large portion of them), was a success. The Marauders annihilated the inferior 'Mechs placed in their way by the beleaguered Mariks, while losing only four of their number.
         Barton's Battalion continued to be extremely successful, until Marik forces, falling back on Graham VI, caught them in a gorge outside the city of Gijia. Realizing that they had finally cornered the infamous Major Barton, the Mariks threw two full battalions of Archers and Riflemen against them. Unable to close in on the Marik 'Mechs, and with their field of fire restricted by the rock walls and the Dalban optical system, the Liao Marauders withdrew with heavy losses.
         Realizing the value of her Marauders and the folly of concentrating them all in individual units, the Duchess dispersed Barton's battered 'Mechs to other units. Ilsa Liao's noble experiment has yet to be repeated on such a scale, but it is not uncommon for lances and companies to have a high number of Marauders.

Variants:
         There are now four major variants of the durable and versatile Marauder. House Davion's Marauder-D has dispensed with the troublesome autocannon altogether, replacing it and its vulnerable linkage with a heavy Magna Mark III laser. This modification is not without its problems. The addition of the laser has forced the removal of a heat sink, and the laser's high heat buildup occasionally limits the Marauder-D's effectiveness.
         Overheating and the lack of reliable PPCs have forced House Marik to replace the Marauder's characteristic twin PPCs with heavy lasers. The reduction in heat has, to some extent, compensated for the concurrent reduction in firepower, and so the Marauder-M is a widely used variant.
         A compromise between the two extremes is Liao's Marauder-L, which seems to have satisfied no one. Replacing one PPC with a heavy laser has caused problems, as the Dalban fire control system is sometimes unable to coordinate the two different weapons on the same circuit. Attempts to repair or modify the system have been unsuccessful, as no one alive understands the technology. Often, Marauder-L pilots will disconnect the heavy laser from the fire control unit altogether, and simply use a manual switch to shoot.

Notable 'Mechs & MechWarriors:
The Bounty Hunter
         This MechWarrior's bright green Marauder, decorated with credit symbols, is a much-feared sight in the Successor States. No one knows The Bounty Hunter's real name, and few save the men who fight alongside him have actually seen his face. What is known is that he is a ruthless mercenary, as infamous for his treachery as for his fighting skill.
         Neither the lives of his men nor those of innocent civilians stand in The Bounty Hunter's way as he destroys enemy 'Mechs for the prize money or to sell for spare parts. The credit symbols decorating his 'Mech are a reflection of his own true nature.


Type/Model: Marauder MAD-3R
Mass: 75 tons
Equipment:   Crits Mass
Internal Structure: 114 pts Standard 0 7.50
Engine: 300 6 19.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 0    
Heat Sinks: 16 Single 4 6.00
   (Heat Sink Loc: 2 LL, 2 RL)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00
Armor Factor: 184 pts Standard 0 11.50

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 23 35
  Center Torso (Rear):   10
  L/R Side Torso: 16 17/17
  L/R Side Torso (Rear):   8/8
  L/R Arm: 12 22/22
  L/R Leg: 16 18/18

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 PPC RA 10   3 7.00
1 PPC LA 10   3 7.00
1 Medium Laser LA 3   1 1.00
1 Medium Laser RA 3   1 1.00
1 Autocannon/5 RT 1 20 5 9.00
   (Ammo Loc: 1 LT)
TOTALS:   27   46 75.00
Crits & Tons Left:       32 .00

Calculated Factors:
Total Cost: 6,635,125 C-Bills
Battle Value: 1,089
Cost per BV: 6,092.86
Weapon Value: 1,276 / 1,276 (Ratio = 1.17 / 1.17)
Damage Factors:    SRDmg = 14; MRDmg = 12; LRDmg = 5
BattleForce2: MP: 4,   Armor/Structure: 5/6
    Damage PB/M/L: 3/2/2,   Overheat: 1
    Class: MH,   Point Value: 11

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