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Author Topic: Optimizing the Marauder  (Read 25256 times)

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Takiro

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Re: Optimizing the Marauder
« Reply #30 on: July 07, 2021, 10:27:20 PM »

I need more Marauders!  ;)
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Abele

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Re: Optimizing the Marauder
« Reply #31 on: July 08, 2021, 10:34:04 AM »

A lame attempt by the Outworlds Alliance to build a Marauder of their own, the MAD-4OA Marauder uses the same engine as the Brutus tank which lowers the top speed to 55 kph but gains the ability to jump up to 90 meters. The primary weapon is the huge Shigunga LRM20 launcher mounted in the right torso which is fed by a CASE-protected 3-tom ammunition bin. All of the other weapons are mundane by modern standards and consists of a brace of large lasers and a trio of medium lasers. Eighteen single heats are capable of handling most of the heat raised during disciplined bracket firing. Armor protection is nearly at the teoretical maximum at fourteen tons.

Code: [Select]
Marauder MAD-4OA

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-D
Production Year: 3054
Dry Cost: 6,284,250 C-Bills
Total Cost: 6,374,250 C-Bills
Battle Value: 1,710

Chassis: GM Marauder Standard
Power Plant: GM 225 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Chilton 465
    Jump Capacity: 90 meters
Armor: Valiant Lamellor Standard Armor w/ CASE
Armament:
    1 Shigunga LRM-20
    2 Lushann Redbeam Large Lasers
    3 Diverse Optics Type 2 Medium Lasers
Manufacturer: Mountain Wolf
    Primary Factory: Alpheratz
Communications System: Garret T10-B
Targeting and Tracking System: RCA InstaTrac Mk X

Additional:


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                225                      10.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   3.00
Heat Sinks:         Single Heat Sink             18                        8.00
    Heat Sink Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 2 LL, 2 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  12       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           22       
                                             L/R Leg     16           31       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 CT        3         1         1.00
LRM-20                                       RT        6         5        10.00
Medium Laser                                 RA        3         1         1.00
Large Laser                                  RA        8         2         5.00
Medium Laser                                 LA        3         1         1.00
Large Laser                                  LA        8         2         5.00
@LRM-20 (18)                                 LT        -         3         3.00
                                            Free Critical Slots: 21

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
3j         3       3       1       0      3     2   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1


TheComGuards got a hold of this new design and made a few improvements by adding double heat sinks (up to 17) and upgrading the large lasers to extended range models. An XL engine was also added to give the Marauder its original speed back while adding a fourth jump jet. Armor was reduced to accomodate the jump jet.

Code: [Select]
Marauder MAD-4CS

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 15,526,000 C-Bills
Total Cost: 15,616,000 C-Bills
Battle Value: 1,794

Chassis: GM Marauder Standard
Power Plant: GM 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Chilton 465
    Jump Capacity: 120 meters
Armor: Valiant Lamellor Standard Armor w/ CASE
Armament:
    1 Shigunga LRM-20
    2  ER Large Lasers
    1  Medium Pulse Laser
    2  Medium Lasers
Manufacturer: Mountain Wolf
    Primary Factory: Alpheratz
Communications System: Garret T10-B
Targeting and Tracking System: RCA InstaTrac Mk X

Additional:


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 CT, 1 LT, 1 RT                                   4.00
Heat Sinks:         Double Heat Sink             17(34)                    7.00
    Heat Sink Locations: 1 LT, 1 RT, 2 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 216                 13.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  12       
                                           L/R Torso     16           23       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           22       
                                             L/R Leg     16           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           HD        4         1         2.00
LRM-20                                       RT        6         5        10.00
ER Large Laser                               RA        12        2         5.00
Medium Laser                                 RA        3         1         1.00
ER Large Laser                               LA        12        2         5.00
Medium Laser                                 LA        3         1         1.00
@LRM-20 (18)                                 LT        -         3         3.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
4j         4       4       3       0      3     0   Structure:  3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1

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masterarminas

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Re: Optimizing the Marauder
« Reply #32 on: July 08, 2021, 01:51:04 PM »

I must admit that I have never been fond of the Marauder.  Perhaps it was the steep heat curve or the lack-luster armor arrangement (and amount!).  Though, to be honest, the lines of the 'Mech and its general appearance definitely screamed BATTLETECH!

Still, I have found myself using other 'Mechs most often than this one.  But I will give the Marauder my best attention and offer to you a few varieties that you may (or may not) find interesting and useful.  So, I hope ya'll enjoy my attempt here.


MAD-4D Marauder

As the AFFS (and AFFC) began to overhaul, redesign, and retrofit their BattleMechs to utilize recovered Star League technology, one of the premier candidates was the MAD-3R Marauder.  While House Davion already had a fine variant in the MAD-3D, First Prince Hanse Davion wanted to see a new version that stayed more "true" to the original with an advanced autocannon.

General Motors of Kathil responded with the new MAD-4D variant.  The design team at GM retained the two Magna Mk II Medium Lasers (right arm, left arm) along with the Magna Hellstar PPC in the left arm.  The right arm Hellstar was replaced with a newly developed Magna Firestar Extended-Range PPC.  This use of a mixture of standard and ER PPCs was done to minimize the heat spike generated by the new 'Mech.

The older GM Whirlwind Autocannon/5 was replaced with a Defiance Disintegrator LB-10X Autocannon imported from the factories on Hesperus II in the Lyran Commonwealth.  Fed by two tons of ammunition (and normally loaded with a mixture of cluster and slug), this weapon matched the range of the GM Whirlwind (and Hellstar PPC), but provided an increase and damage (and flexibility) for minimal heat cost.

Armor protection was increased by the use of 12.5 tons of Ferro-Fibrous armor plating, giving the new MAD-4D excellent protection (especially improved were the protection on the legs and side torsos).  To find the mass necessary for these improvements, GM replaced the internal skeletal structure of the 'Mech with an Endo-Steel II frame.

Finally, the design team removed the standard heat sinks and instead fitted the design with thirteen Double-Strength Freezers.

While these are not enough to fully dissipate the heat generated by this 'Mech, it is roughly comparable to the excess overheat production of the MAD-3R and allows for the use of the ER PPC, PPC, and LB-10X autocannon at medium and long range for minimal overheat production.  In close, the MechWarrior can use the ER PPC, LB-10X, and both Medium Lasers and remain safely within the green zone of the heat gauge.

The Vlar 300 fusion engine was retained, which meant the new Marauder would see no increase in speed; which greatly affected how the war-machine was deployed after contact was made with the Clans.  However, with a standard engine, the MAD-4D remains (relatively) inexpensive (for a heavy 'Mech, at least) and far more survivable on the field of battle than a 'Mech outfited with an Extra-Light engine.

Approved for full-scale production, the MAD-4D was intended to be built at both GM of Kathil and Independence Weaponry on Quentin, but the loss of that facility to House Kurita curtailed plans to build this 'Mech there.  Fortunately, when Quentin fell to the Dragon, the factory had not yet received detailed schematics of the MAD-4D and this 'Mech remains in exclusive production for the Federated Suns and Federated Commonwealth.

Code: [Select]
Marauder MAD-4D

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3053
Dry Cost: 7,880,250 C-Bills
Total Cost: 7,912,250 C-Bills
Battle Value: 1,745

Chassis: GM Marauder Endo-Steel
Power Plant: Vlar 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Ferro-Fibrous w/ CASE
Armament:
    1 Magna Firestar ER PPC
    1 Magna Hellstar PPC
    1 Defiance Disintegrator LB 10-X AC
    2 Magna Mk II Medium Lasers
Manufacturer: General Motors
    Primary Factory: Kathil
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 CT, 4 LT, 2 RT, 2 LA, 3 RA, 1 LL, 1 RL
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 LT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV - 224                 12.50
    Armor Locations: 1 CT, 5 LT, 1 RT, 3 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           32       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
ER PPC                                       RA        15        3         7.00
Medium Laser                                 LA        3         1         1.00
PPC                                          LA        10        3         7.00
LB 10-X AC                                   RT        2         6        11.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4          3       4       3       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1


MAD-4S Marauder

House Steiner received the plans and schematics for the MAD-4D Marauder in return for their providing the newly developed Defiance Disintegrator LB-10X Autocannon.  However, the Lyrans were not quite pleased with the design, feeling that it could be iimproved.  Defiance Industries of Hesperus II therefore redesigned the MAD-4D into the MAD-4S.

The Endo-Steel II internal structure was removed and replaced with the original GM Marauder chassis, although both of the Magna Mk II Medium Lasers (right arm and left arm).  Both the PPC and ER PPC were removed and replaced with a pair of Defiance 1001 Extended-Range PPCs and the Double-Strength Heat sinks increased by three (to a total of sixteen). 

The Defiance Disintegrator Autocannon, ammunition, and CASE were then removed and a massive Poland Main Model A Gauss Rifle installed (along with two tons of ammunition).

To accomodate this weapon system, the design team replaced the original Vlar 300 standard fusion engine with an Extra-Light fusion, which had the side effect of greatly increasing the cost of acquisition.  To compensate (somewhat) for the increased vulnerability on the battlefield (due to the increased bulk of the XL engine), the design team at Defiance increased the Ferro-Fibrous armor plating to 13.0 tons, giving the MAD-4S Marauder protection equal to that of an Orion

Although still not able to fire all of its weaponry without generating overheat, the increased range of the ER PPCs and Gauss Rifle (and greatly increased damage potential of the Gauss Rifle) caused many officers of the LCAF to salivate in anticipation.  Despite the cost increase, the MAD-4S was rapidly approved for full scale production and serves side-by-side with the MAD-4D in Federated Commonwealth units.

Code: [Select]
Marauder MAD-4S

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3053
Dry Cost: 15,541,750 C-Bills
Total Cost: 15,581,750 C-Bills
Battle Value: 1,959

Chassis: GM Marauder Standard
Power Plant: Vlar 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Ferro-Fibrous
Armament:
    1 Poland Main Model A Gauss Rifle
    2 Defiance 1001 ER PPCs
    2 Magna Mk II Medium Lasers
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             16(32)                    6.00
    Heat Sink Locations: 2 LT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV - 224                 12.50
    Armor Locations: 1 HD, 2 CT, 3 LT, 2 LA, 2 RA, 2 LL, 2 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           32       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
ER PPC                                       RA        15        3         7.00
Medium Laser                                 LA        3         1         1.00
ER PPC                                       LA        15        3         7.00
Gauss Rifle                                  RT        1         7        15.00
@Gauss Rifle (16)                            RT        -         2         2.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 20
4          4       5       4       0      3     0   Structure:  3
Special Abilities: SRCH, ES, SEAL, SOA
« Last Edit: July 08, 2021, 01:52:21 PM by masterarminas »
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masterarminas

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Re: Optimizing the Marauder
« Reply #33 on: July 08, 2021, 02:13:00 PM »

MAD-4K Marauder

House Kurita acquired one of the few operational Marauder production facilities in the Inner Sphere when it successfully took Quentin (and Independence Weaponry) from House Davion.  Although the plant was damaged, the Draconis Combine rapidly rebuilt and began production of a new variant of the Marauder using recovered Star League technology.

The MAD-4K removed the GM Whirlwind Autocannon (which always had a tendency to jam during combat operations), both Magna Hellstar PPCs, and both Magna Mk II Medium Lasers.  The Vlar 300 standard fusion engine was retained, along with the GM Marauder internal chassis.  The design engineers did, however, replace the Valiant Lamellor standard armor with 11.5 tons of Ferro-Fibrous armor plating, giving the MAD-4K a substantial boost in armor protection.

Next, the engineers proposed (and the DCMS approved) replacing the existing cooling system with nineteen Double-Strength heat sinks.  While House Kurita was in short supply of this component, the new Marauder received top priority for the limited (at the time) production.

The armament package was reworked with installation of two Lords Light 2 Extended-Range PPCs (right arm and left arm) and a Lords Light standard PPC (right torso).  No secondary weapons were mounted.

This arrangement resulted in a 'Mech that was quite survivable on the battlefield, with the damage potential, range (greater range, in fact on two-thirds of the mounted weaponry), and armor protection nearly on par with that of the Awesome, all in a lighter, faster package.  The lack of secondary weapons was justified due to the lack of a minimum range for the Lords Light 2 ER PPCs, which allowed the MechWarrior to use these weapons in close combat without suffering any accuracy penalties.

Heat dissipation was excellent, allowing for a 3-2-3 firing pattern similar to that of the Awesome and the new MAD-4K proved an extremely resilient 'Mech hard to kill on the battlefield (with internal components able to soak up damage and lacking any explosives stored onboard).

Having a single ton remaining, Independence Weaponry (soon to be renamed to Victory Industries) installed a C3 Slave Module in the head.

Field trials proved the qualities of this new 'Mech, which was rapidly approved for full scale production.

Code: [Select]
Marauder MAD-4K

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3053
Dry Cost: 7,785,750 C-Bills
Total Cost: 7,785,750 C-Bills
Battle Value: 1,662

Chassis: GM Marauder Standard
Power Plant: Vlar 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Ferro-Fibrous
Armament:
    2 Lords Light 2 ER PPCs
    1 Lords Light PPC
    1 Tanadi Citizen C3 Computer (Slave)
Manufacturer: Independence Weaponry
    Primary Factory: Quentin
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             19(38)                    9.00
    Heat Sink Locations: 4 LT, 3 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV - 206                 11.50
    Armor Locations: 2 CT, 4 LA, 4 RA, 2 LL, 2 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           22       
                                             L/R Leg     16           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        3         7.00
ER PPC                                       LA        15        3         7.00
PPC                                          RT        10        3         7.00
C3 Computer (Slave)                          HD        0         1         1.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4          3       3       3       0      3     0   Structure:  6
Special Abilities: C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA
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masterarminas

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Re: Optimizing the Marauder
« Reply #34 on: July 08, 2021, 02:33:22 PM »

MAD-3T Marauder

Produced by the Taurian Concordat in three factories (Taurus Territorial Industries on Taurus, Vandenberg Mechanized Industries on New Vandenberg and Pinard), the Marauder has long been a mainstay of the heavy-weight 'Mechs of the TDF.  In addition, many mercenary commands (and some Great Houses) have used these facilities to acquire the 'Mech for their own forces.

In 3010, Thomas Calderon asked TTI and VMI to upgrade the MAD-3R production lines to produce a local variant, which would become the MAD-3T.

The design engineers (although rivals, the two companies worked together to produce the design), started with the removal of the GM Whirlwind Autocannon.  Problems with the ammunition feed had plagued the design from the very start and the removal was greeted with cheers throughout the TDF Logistical and Maintenance Commands!

Using the weight saved, the engineers then increased armor protection to 13.5 tons of Valiant Lamellor (providing superb armor protection) and heat sinks to 21 standard models.  With the two tons remaining, two additional Magna Mk II Medium Lasers were then installed in the center torso, one firing to the rear.

The new MAD-3T proved heat neutral at long and medium range on a walk with the Magna Hellstar PPCs and was able to run and gun with the three forward firing Magna Mk II Medium Lasers and one Hellstar in close while remaining heat neutral.

This version became the standard Taurian Marauder of the late Succession Wars and rapidly became part and parcel of military forces throughout the Inner Sphere as well.

Code: [Select]
Marauder MAD-3T

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Dry Cost: 6,601,000 C-Bills
Total Cost: 6,601,000 C-Bills
Battle Value: 1,518

Chassis: GM Marauder Standard
Power Plant: Vlar 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Standard Armor
Armament:
    2 Magna Hellstar PPCs
    4 Magna Mk II Medium Lasers
Manufacturer: Pinard Protectorates Limited, Taurus Territorial Industries, Vandenberg Mechanized Industries
    Primary Factory: New Vandenberg (VMI), Pinard (PPL), Taurus (TTI)
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             21                       11.00
    Heat Sink Locations: 1 HD, 2 LT, 2 RT, 2 LL, 2 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 216                 13.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           30       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           22       
                                             L/R Leg     16           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
PPC                                          RA        10        3         7.00
Medium Laser                                 RA        3         1         1.00
PPC                                          LA        10        3         7.00
Medium Laser                                 LA        3         1         1.00
Medium Laser                                 CT        3         1         1.00
(R) Medium Laser                             CT        3         1         1.00
                                            Free Critical Slots: 30

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15
4          3       3       2       0      3     1   Structure:  6
Special Abilities: ENE, SRCH, ES, SEAL, SOA


MAD-4T Marauder

As recovered technology became available to the Concordat, TTI and VMI worked to upgrade the MAD-3T into the MAD-4T.  The heat sinks were reduced to eighteen (from twenty-one), but all eighteen were Double-Strength Freezers, greatly improving heat dissipation.  The armor was replaced with 12.5 tons of Ferro-Fibrous plating, giving even greater protection than that of the MAD-3T (itself a dramatic improvement on the protective qualities of the MAD-4T).

The two arm mounted Magna Hellstar PPCs and Magna Mk II Medium Lasers were retained, and a third Magna Mk II mounted in the head.  Finally, the engineers installed a Magna Mk III Large Laser in the center torso.

While there is some excess overheat production, the amount is minimal (especially when compared to most Succession Wars era 'Mechs), and while the Hellstars and Magna Mk III might be dated equipment, they remain lethal within their engagement ranges, without producing excessive amounts of heat.

Thomas Calderon approved the MAD-4T for full-scale in 3052, with the first examples emerging from the factories on Taurus, New Vandenberg, and Pinard in 3053.  The MAD-4T--reliable, simple, tough, and rugged--is certain to remain in production for years (if not decades) to come.

Code: [Select]
Marauder MAD-4T

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3053
Dry Cost: 7,057,750 C-Bills
Total Cost: 7,057,750 C-Bills
Battle Value: 1,693

Chassis: GM Marauder Standard
Power Plant: Vlar 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Ferro-Fibrous
Armament:
    2 Magna Hellstar PPCs
    1 Magna Mk III Large Laser
    3 Magna Mk II Medium Lasers
Manufacturer: Pinard Protectorates Limited, Taurus Territorial Industries, Vandenberg Mechanized Industries
    Primary Factory: New Vandenberg (VMI), Pinard (PPL), Taurus (TTI)
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             18(36)                    8.00
    Heat Sink Locations: 3 LT, 3 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV - 224                 12.50
    Armor Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           32       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
PPC                                          RA        10        3         7.00
Medium Laser                                 RA        3         1         1.00
PPC                                          LA        10        3         7.00
Medium Laser                                 LA        3         1         1.00
Large Laser                                  CT        8         2         5.00
Medium Laser                                 HD        3         1         1.00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4          4       5       2       0      3     0   Structure:  6
Special Abilities: ENE, SRCH, ES, SEAL, SOA
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masterarminas

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Re: Optimizing the Marauder
« Reply #35 on: July 08, 2021, 02:34:25 PM »

And that is my take on the famous (or infamous) Marauder.  Hope ya'll enjoy!
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Takiro

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Re: Optimizing the Marauder
« Reply #36 on: July 08, 2021, 03:01:48 PM »

And that is my take on the famous (or infamous) Marauder.  Hope ya'll enjoy!

I certainly did! Thanks for jumping in MA.  ;)
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #37 on: July 08, 2021, 04:57:14 PM »

As promised, from the Rakshasa thread.  Don't know that I have that many more Marauder ideas -- seems like everyone has thrown together tons of other variations already.  As noted, it's actually more expensive than the Rakshasa in terms of BV (the Rak is very optimized!) for pretty much the same battlefield performance (slightly better heat sinking, but still...), but it's a LOT cheaper in C-Bills, nearly 4 million less.  That 375XL engine costs!

Type: MAD-6D Marauder
Production: Federated Commonwealth (General Motors, Kathil)
Combat Value: 1894 BV
Total Cost: 15,218,000 C-Bills (including x1.75 tonnage premium)

Internal Struc (Endo): 4t
Engine: GM 300 XL: 9.5t
  Walking: 4
  Running: 6 (8.)
Heat Sinks: 14(28): 4t
Gyro/Cockpit (Std): 6t
Armor Factor (Std): 13.5t (216 pips)

Head 3/9
Center Torso 23/30/11
R/L Torso 16/24/8
R/L Arm 12/24
R/L Leg 16/27

Quirk: Command Mech, Directional Torso Mount, Hyper-Extending Actuators, Narrow/Low Profile

2x PPCs (6cr, 14t) RA/LA
2x Medium Lasers (2cr, 2t) RA/LA
2x LRM-15s (6cr, 14t) RT/LT
4x Ammo (LRM) 32 (4cr, 4t) RT
1x MASC (4cr, 4t) LT

General Motors unveiled the Marauder MAD-5D in 3051, the first lostech-upgraded version of the Marauder  in the Inner Sphere since the recovery of the Gray Death Memory Core.  Their triumph was marred by two things, however.  First, the Draconis Combine began production of the 5D within months at Independence Weaponry on Quentin – Independence had teamed up with General Motors in the redesign process well back in the 3030s, and simply brought the 5D to production even after having been captured by the Combine in the War of 3039.  The second issue was the Clan Invasion, which highlighted some of the weaknesses of the 5D design, in particular the need for more long-ranged weapon systems to try and match the Clan range advantage.

Hanse Davion insisted that he wanted a ‘Mech that could “tame the Jade Falcons”, and General Motors began work on a 75-ton machine that would attempt to recreate the mobility and firepower of the iconic Clan Timber Wolf (aka Mad Cat).  That machine would ultimately see release in 3055, as the Rakshasa – but delays in the prototype shakedown phase led executives at GM to push through a refit of their premiere Marauder line, both to meet demand as soon as possible, as well as to test out their new EndoSteel chassis – the GM “Marauder Special MD” Endo-Steel frame.

This updated Marauder, the MAD-6D, was released just two years after the unveiling of their 5D, and was powered by the same GM 300 XL engine as their initial upgrade.  The EndoSteel chassis adds further weight savings, but half a ton of armor was shaved off, in order to fit the alternate weapons and equipment.  In order to maximize heat dissipation from the design’s fourteen double heat sinks, only standard Magna Hellstar PPCs are used – GM Kathil still had a sizable stockpile from its older MAD-3R line.  A pair of Magna Mk II Medium Lasers, one below each PPC in the distinctive arm housing of the ‘Mech, provide secondary firepower, again like the MAD-3R. 

However, the 6D’s firepower is vastly greater than the Succession Wars era Marauder, as it mounts two Magna Longbow-15 launchers (from Kathil Shipworks, a local dropship manufacturing firm that General Motors helped to rebuild in the early 31st century) in the upper torso of the ‘Mech, both built into the iconic direction mount.  As a result, the 6D can fire both forwards and backwards with all its weapons systems. Four tons of CASE-protected ammunition feed both launchers.   Finally, in order to help match up against the superior speed of Clan heavy cavalry units, the 6D is fitted with General Motors’ own GM MASC-B Myomer Accelerator Signal Circuitry, allowing the ‘Mech to hit speeds of up to 86kph in short bursts, exceeding its relatively more stately top combat speed of 64kph.

The use of easily sourced and repaired weapons systems, and standard Valiant Lamellor plating, immediately endeared the 6D to quartermasters and astrotechs throughout the AFFC, and its price-point was actually lower than the more advanced (but less effective against the Clan) 5D – to the point that  within a few years, the 6D variant would be the primary Marauder being produced by General Motors until yet another variant (the 7D) was released in the late 3060s featuring new autocannon technologies.  The GM “Marauder Special MD” EndoSteel frame proved durable and reliable, and within a few years, General Motors found itself producing a number of “Jade Falcon taming” 75t ‘Mechs with similar silhouettes – the Falconer, the Maelstrom, the Rakshasa, and even their 95t larger cousin, the Nightstar.
« Last Edit: July 08, 2021, 05:01:46 PM by fabulousorcboy »
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #38 on: July 08, 2021, 07:26:13 PM »

No Magistracy of Canopus variant?  Seems like the perfect opportunity to showcase the upgraded Stalker 4P:

Type: MAD-4MC Marauder (Stalker STK-4MC)
Production: Magistracy of Canopus (Majesty Metals & Manufacturing, Canopus IV)
Combat Value: 1655 BV
Total Cost: 6,419,000 C-Bills (including x1.75 tonnage premium)

Internal Struc (std): 7.5t
Engine: VOX 225: 10t
  Walking: 3
  Running: 5
Heat Sinks: 14(28): 4t
Gyro/Cockpit (std): 6t
Armor Factor (Ferro): 12t (216 pips)

Head 3/9
Center Torso 23/35/10
R/L Torso 16/23/7
R/L Arm 12/23
R/L Leg 16/26

Quirk: Command Mech, Hyper-Extending Actuators, Narrow/Low Profile

2x Large Lasers (4cr, 10t) RA/LA
8x LRM5 (8cr, 16t) RT/LT
5x Ammo (LRM) 120 (5cr, 5t) RT  <-- usually 1 or 2 tons are Dead-Fire Missiles
1x CASE (1cr, 0.5t) RT
4x Medium Lasers (4cr, 4t) RA/2CT/LA

Following the disaster that was the Andurien Succession, Magestrix Emma Centrella ascended to the Magisterial Throne in 3040 intendeding to normalize relations with the Free Worlds League, and attempt to rebuild and expand her nation’s economy.  One priority was finding ways to produce effective ‘Mechs within the Magistracy, without growing dependent on untrustworthy and militaristic Coreward nations like the League or Confederation.  The major obstacle to this plan was that Canopus had just one ‘Mech manufacturer, Majesty Metals and Manufacturing.  And, as a result of the Reunification Wars and their aftermath, MMM produced mostly light and medium ‘Mechs, like the “Bugs”, and the two Hawks (Shadow and Phoenix). 

However, MMM-Canopus also produced a steady trickle of Marauder MAD-3Rs, and had throughout the Succession Wars.  The Magestrix authorized significant government investments in modernizing and upgrading the Marauder line with lostech from the Helm Memory Core, and by 3052, the initial returns on that investment were bearing fruit.  The Marauder 4MC is not just a testbed for new technologies, but also a close recreation of the 75-ton Stalker STK-4P, a not uncommon ‘downgrade’ of the venerable Stalker, whose Titan H1 chassis suffered from tremendous strains when carrying a full 85t of equipment and weapons.

Accordingly, the 4MC is powered by a VOX 225 engine from the Sabre aerospace fighter lines, reducing the top speed of the Marauder to 53kph, but gaining significant additional tonnage in doing so.  The weapons layout also mimics the Stalker, with a Martell Large Laser in each arm weapons housing, paired with a Martell Model 5 Medium Laser.  Two additional Martell Model 5s are fitted to the center torso of the 4MC, just below the cockpit, for additional close-range firepower.

However, in place of a dorsal-mounted heavy weapon, the 4MC wraps the torso in no less than eight Holly LRM-5 launchers, all feeding from five tons of CASE-protected ammunition in the right torso.  MMM technicians had extensive experience with the ammunition feeds from several different models of SRM and LRM carriers, so the feeds in the 4MC were designed to manage up to five different single tons of variant warhead, and easily switch between them even in the heat of battle.  It is suggested by MMM that at least one ton is reserved for dead-fire missiles, which gives the Marauder 4MC a staggering close-range punch, at distances that normally see a substantial downgrade in LRM performance.

The entire ‘Mech is cooled by no less than fourteen double heat sinks, a technology that MMM was able to begin precision mass-manufacture in 3046 – not nearly enough to keep the ‘Mech from heat spiking if all weapon systems are fired, but providing superior heat dissipation if pilots are careful to cycle their weapons.  Finally, the 4MC is a showcase for the new Starslab/1 Ferro-Fibrous armor (with integrated CASE technology) that MMM was able to begin producing in quantity in early 3051.  With twelve tons of this Star League era armor, the 4MC has protection comparable to the venerable Stalker (both the 4F and 4P), and provides the MAF (Magistry Armed Forces) with a ferocious and highly cost-effective fire-support juggernaut to bolster their elite regiments, including the Royal Guards and Chasseurs a Cheval.
« Last Edit: July 09, 2021, 04:03:26 AM by fabulousorcboy »
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Takiro

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Re: Optimizing the Marauder
« Reply #39 on: July 08, 2021, 10:37:53 PM »

Good job fabulousorcboy!!
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #40 on: July 09, 2021, 09:09:00 PM »

I feel dirty for designing this, and dirtier for associating it with the Mary Sues, I mean the Wolf's Dragoons of the setting.  But I just read about how they helped win Terra for Clan Wolf (all hail the Clan Mary Sues, I mean ilClan!), and this sort of thing is exactly the kind of nonsense they've been pulling since they first showed up in the early 3000s.  And to be honest, this is exactly the sort of Marauder I'd want to field: just like an Awesome, only faster and with better target arcs, for the cost of a little armor (by comparison to the Awesome).

Type: MAD-5W Marauder
Production: Wolf’s Dragoons (Blackwell Heavy Industries refit, Outreach)
Combat Value: 1692 BV
Total Cost: 15,076,250 C-Bills (including x1.75 tonnage premium)

Internal Struc (std): 7.5t
Engine: Vlar 300 XL: 9.5t
  Walking: 4
  Running: 6
Heat Sinks: 20(40): 10t
Gyro/Cockpit (std): 6t
Armor Factor (Std): 14t (224 pips)

Head 3/9
Center Torso 23/30/15
R/L Torso 16/22/10
R/L Arm 12/24
R/L Leg 16/29

Quirk: Command Mech, Directional Torso Mount, Hyper-Extending Actuators, Narrow/Low Profile

4x PPCx (12cr, 28t) RA/2RT/LA

Although Blackwell Heavy Industries, long associated with the (in)famous Wolf’s Dragoons mercenaries, does not itself produce the 75t Marauder, it has produced its 100t variant, the assault-class Marauder II.  As a result, the firm is more than capable of doing factory refits of older Marauder models, and has even created an official “field refit” of classic Marauders, as part of their push to help the AFFC rebuild and modernize their forces following the temporary cease-fire at Tukayyid.

The Marauder 5W “field refit” requires at least a repair facility to properly implement, as it requires the complete replacement of the standard 300-grade standard fusion engine with a new Vlar 300 XL from their new War Dog (and updated Marauder II) lines, complete with twelve integrated double heat sinks, and eight more in the arms and torsos.  A full fourteen tons of Valiant Lamellor standard-grade armor adds considerable protection to the ‘Mech, and Blackwell offers an optional modernization of what are (in many cases) centuries-old Dalban comms and targeting systems, providing new OEM parts – a Blackwell Multi-Linq 55 comms system that retains the command capabilities of the Marauder, but with ergonomic controls and updated voice-activated response circuits, and a Dragwell HiRez IV targeting system, both from their Marauder II lines.

But the major reason that the 5W has garnered such intense interest from both the AFFC and other militiaries (and mercenary commands) since its release in 3052 is the brutal simplicity of its armaments.  Tapping into Blackwell's sizable stockpile of older weapons systems, the 5W carries only four Magna Hellstar PPCs – one in each arm, and a double set in the torso mount.  The Marauder’s unique limb and torso design thus allows a skilled pilot to fire devastating charged particle blasts in a near 360-degree arc.  Combined with a solid 64kph top speed, heavy protection, and a full 20 double heat sinks, the Marauder 5W is arguably superior to the 80t Awesome, the signature PPC fire-support ‘Mech in the Inner Sphere, and Blackwell is finding itself struggling to keep up with demand for their new Marauder “field refit” kits.
« Last Edit: July 10, 2021, 08:03:23 AM by fabulousorcboy »
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #41 on: July 09, 2021, 10:08:19 PM »

Throwing a little love at the Aurigan Coalition.  It was always a bit bizarre that the New Colony Region (and Fronc Reaches) just "skipped over" a lot of periphery worlds, and the Coalition is a great little retcon.  And while the Long Tom Artillery Cannon is plenty nasty against higher-tech Inner Sphere forces, it's just plain evil against the sort of lighter units that a Periphery military is likely to face.

Type: MAD-4A Marauder
Production: Aurigan Coalition (Vandenburg Mechanized Industries, New Vandenburg)
Combat Value: 1667 BV
Total Cost: 7,586,250 C-Bills (including x1.75 tonnage premium)

Internal Struc (std): 7.5t
Engine: VOX 300: 19t
  Walking: 4
  Running: 6
Heat Sinks: 11(22): 1t
Gyro/Cockpit (std): 6t
Armor Factor (Std): 14t (224 pips)

Head 3/9
Center Torso 23/30/14
R/L Torso 16/22/10
R/L Arm 12/24
R/L Leg 16/29

Quirk: Command Mech, Hyper-Extending Actuators, Narrow/Low Profile

1x Long Tom Cannon (15cr, 20t) RA/RT
3x Ammo (LTC) 15 (3cr, 3t) LT
1x CASE (1cr, 0.5t) LT
4x Medium Lasers    (4cr, 4t) 2CT/2LA

A minor periphery power, sandwiched between the Taurian Concordat, Magistracy of Canopus, and the Capellan Confederation, the Aurigan Coalition has aggressively asserted its independence throughout the 31st century, while building a Periphery trade network based on exported agritech from their breadbasket worlds.  The Coalition, usually described as a techno-feudal state, but practically speaking having a much more centralized governing monarchy than even the Federated Commonwealth, has since the 3020s under High Lady Arano placed great emphasis on maintaining strong defense forces, powerful enough to discourage expansionism from any of its larger neighbors – particularly the Confederation.

Aurigan has typically relied on purchasing ‘Mechs and conventional vehicles from both of their Periphery neighbors, lacking a native armaments industry (although they have the educational systems and technical expertise to maintain their equipment, and can supply most of their replacement armor plating and minor components from one of their major conglomerates – Aspero-Dinton Mining of Mechdur).  The Marauder MAD-4A is not exception, being a custom-ordered ‘Mech produced by Vandenburg Mechanized Industries in the Concordat directly for export to the Aurigan Reach.  However, its distinctive appearance and surprising capabilities have – since its final development in 3051 – garnered a fair bit of interest in the Periphery, and both Capellan and the FedCom military analysts are starting to take notice as well.

The 4A is built on a standard Marauder MAD-3R chassis, but has upgraded its heat sinks to “freezers”, while also reducing the total number to just eleven, all integrated into the VOX 300 fusion engine.  The mediocre armor of the MAD-3R has been bulked up to a full fourteen tons of Riese-500 heavy ‘Mech armor, providing superior protection to what is typically a commander’s ride.  Finally, CASE protection (seconded from VMI’s Warhammer lines on Pinard) protect a three-ton ammo bin in the left torso of the 4A.

However, the major change, and the one immediately noticable even to even civilians with a casual familiarity with the classic Marauder, are the weapon systems. The 4A is designed to carry a single Long Tom Artillery Cannon, effectively a “sawed-off” artillery piece, with the hitting power of an AC-20 at effective ranges of nearly 600 meters.  Firing a high-explosive shell, the LTAC is absolutely devastating against infantry foces (both conventional and even battle-armored!), and is a terrifying weapon against even heavily armored units like ‘Mechs and tanks.  The barrel of the huge gun juts out of the right torso of the 4A, just beside the (specially sound-proofed) cockpit, and the massive weapon assembly took so much bulk that the right arm actuators of the MAD chassis had to be entirely removed to make space.

Four Omicron 3000 medium lasers, in the center torso and left arm, provide some backup and close-range firepower, giving the 4A an assymetrical (but oddly menacing) appearance.  In all, the 4A is a truly imposing ‘Mech, and likely to even further discourage adventurism by the Coalition’s neighbors as more of these heavies are integrated into the defensive units of the five Aurigan houses.
« Last Edit: July 10, 2021, 07:52:59 AM by fabulousorcboy »
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #42 on: July 09, 2021, 11:26:37 PM »

I don't think anyone has offered an AC/20 variant yet -- and St Ives has the Helios in development at this time, giving me a great excuse to use the Marauder as a testbed for the Helios.  It has comparable firepower, but the Marauder uses its extra tonnage to include MASC (for burst speed) and much more armor, making this thing pretty tanky.

Type: MAD-5SI Marauder
Production: St Ives Compact (Ceres Metals Industries, Warlock)
Combat Value: 2197 BV (Gauss), 1905 (AC/20)
Total Cost: 7,441,000 C-Bills (including x1.75 tonnage premium)

Internal Struc (Endo): 4t
Engine: Rawlings 300: 19t
  Walking: 4
  Running: 6 (8.)
  Jumping: 4           4t
Heat Sinks:   11(22): 1t
Gyro/Cockpit (std): 6t
Armor Factor (Std): 13.5t (216 pips)

Head 3/9
Center Torso 23/30/13
R/L Torso 16/22/9
R/L Arm 12/22
R/L Leg 16/29

Quirk: Command Mech, Hyper-Extending Actuators, Narrow/Low Profile

GAUSS VARIANT
1x Gauss Rifle (7cr, 15t) RT
1x CASE (1cr, 0.5t) RT
2x Ammo (Gauss) 16 (2cr, 2t) LT
6x Medium Lasers (6cr, 6t) 3RA/3LA
1x MASC (4cr, 4t) LT

AC/20 VARIANT
1x AC/20 (10cr, 14t) LT
3x Ammo (AC) 15 (3cr, 3t) LT
1x CASE (1cr, 0.5t) RT
6x Medium Lasers (6cr, 6t) 3RA/3LA
1x MASC (4cr, 4t) LT

The Fourth Succession War saw the birth of the St Ives Compact, as Duchess Candace Liao broke from her father and House Liao to create an independent buffer state between the Sian Commonality and the Capellan March.  As a buffer state, albeit a wary ally of the powerful Federated Commonwealth, the St Ives Compact has consistently sought ways to create a powerful military deterrent to the revanchism of their Capellan neighbors, or the patriotic expansionism of their FedCom allies.  Although the major focus was on the armaments facilities on St Ives, the capitol world itself, Ceres Metals on Warlock also saw government investments throughout the 3030s and 3040s.

Warlock had long been a subsidiary production facility of the multiworld Ceres Metals Industries, but after St Ives gained is independence, they saw new life as a producer of (at the time, exclusively) heavy-weight ‘Mechs for the SIMC.  By the late 3040s, they were working on perfecting a production-grade EndoSteel at the orbital naval repair base above the planet’s primary moon, Blackguard.  The Marauder was the perfect testbed vehicle for many of their newest developments, and by 3052, the upgraded MAD-5SI was being integrated into the St Ives Lancers and Armored Cavalry units as highly mobile bodyguards and ambush predators.

The 5SI uses many of the old standards, including a Rawlings 300 standard fusion engine, Ceres Metals Model 666 comms system (with twenty-four channels and satellite uplink), and the C-Apple Churchill targeting and tracking system.  However, the Ceres Marauder “Lite” chassis was replaced with Ceres-Warlock’s proprietary new Overlord Mk3 Endo-Steel framework, saving significant tonnage in the process.  A downgrade from 18 single heat sinks to just eleven double heat sinks (all integrated into the fusion engine) also saved tonnage for new systems.

A torso-mounted MilDouglas “Emperor Bones” Series Gauss Rifle is the centerpiece of the 5SI, a SLDF design whose specifications were lost for centuries, but recovered as part of the Helm Memory Core.  It is supplied with two tons of ammunition, and protected by Starshield CASE, integrated into the Starshield brand combat armor, with a generous thirteen-and-a-half tons protecting the ‘Mech.  Six Ceres Arms Medium Lasers, three in each lower arm weapons housing, provide a blistering broadside of close-range firepower, and the ‘Mech runs quite cool with its heat dissipation capabilities. 

Finally, as a bodyguard and ambusher, the 5SI is fitted with two motive technologies: first, a set of Swingline X-1000 jumpjets, in partnership with Achernar Battlemechs in the Federated Commonwealth, giving the MAD-5SI a jump distance of 120 meters.  Second, a set of Kallon-M3 “Adrenaline” Myomer Accelerator Signal Circuitry, in partnership with Kallon Industries on Nanking, give the 5SI a burst speed of up to 86kph, giving it sufficient mobility to be a credible heavy skirmisher, as well as long-range sniper.  Combined with the fact that all its weapons systems are placed to take advantage of the Marauder’s unique hyper-extending arm actuator flexibility, and directional torso mount, the 5SI has effectively 360-degrees of fire with all weapons systems, and with a skilled ‘Mechwarrior in the cockpit, is nearly impossible to ‘backstab’ or flank, even with much speedier ‘Mechs.

Ceres-Warlock would ultimately end up integrating most of these materials and systems into their lighter-weight Helios design in 3058, but the initial offering was so popular that they struggled to produce sufficient components to meet demand.  As a result, by early 3053, they were offering a pure brawler variant, the 5SI-A, which replaces the MilDouglas Gauss Rifle with a Crusher SH Autocannon/20 and three tons of ammunition – a second popular option that helped Ceres-Warlock further invest in their production facilities, which continued to expand throughout the 3050s and 3060s.
« Last Edit: July 10, 2021, 12:19:29 AM by fabulousorcboy »
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #43 on: July 10, 2021, 12:17:26 AM »

Last one from me, I think.  Just trying a novel approach to "Clanbusting" -- out-range the inbred little fanatics with Inner Sphere weapons.  I think of this Marauder variant as being very similar to two Blackjacks tied together and faking the Marauder silhouette....

Type: MAD-5R Marauder “Clanbuster”
Production: ComStar (Skobel MechWorks refit, Terra)
Combat Value: 1583 BV
Total Cost: 15,307,250 C-Bills (including x1.75 tonnage premium)

Internal Struc (std): 7.5t
Engine: Vlar 300XL: 9.5t
  Walking: 4
  Running: 6
  Jumping: 4           4t
Heat Sinks: 12(24): 2t
Gyro/Cockpit (std): 6t
Armor Factor (Ferro): 12.5t (225 pips)

Head   3/9
Center Torso 23/30/13            
R/L Torso 16/22/10            
R/L Arm 12/24
R/L Leg 16/30

Quirk: Command Mech, Directional Torso Mount, Hyper-Extending Actuators, Narrow/Low Profile

4x Autocannon/2 (4cr, 24t) RT
2x Ammo (AC) 90 (2cr, 2t) RT
1x CASE (1cr, 0.5t) RT
7x Medium Lasers (7cr, 7t) 3RA/CT/3LA)

Thrown together in 3052 in the frantic months before the Battle of Tukayyid, the Marauder MAD-5R is an unusual design intended to act as a moderately mobile long-range harasser.  Fitting one of ComStar’s sizable stockpile of Vlar 300XL engines into a stock Marauder 3R, ComGuard technicians then traded out the weapons package – all mid-range weapons that would put a pilot at a severe range disadvantage against the Clan – and instead installed a synced quad-turret of Armstrong JJ-Lite AC/2 guns.  With a 720 meter effective range, the humble AC/2 can match the long ranges of Clan weapons, and four can put out a considerable amount of damage, particularly if an opponent ignores the accumulating damage to their own machines and ignore the relatively small 60mm shells chewing quietly through his ride’s armored shell.

In fact, the ComGuard quickly discovered that most Clan forces, particularly trueborn warriors, were quick to discount the modest AC/2, allowing the MAD-5R to chew merrily through the 180 individual rounds in its two-ton, CASE-protected ammunition stores.  Being somewhat removed from the front lines allowed Marauder pilots to take advantage of the machine’s command-and-control capabilities, as well.  And those Clan forces that attempted to close the distance would then discover that the mobile 5R carried no less than seven Martell medium lasers, had a 120m jump distance courtesy of its array of Rawlings 55 jumpjets, and that its hyper-extending actuators and twelve-and-a-half tons of Krupp 150 Ferro-Fibrous armor made it a surprisingly effective brawler, even against ‘headhunter’ battle-armor units.

Fewer than a dozen so Marauder 5R variants (including recovered and repaired ‘Mechs) survived the Battles for Tukayyid, and are still utilized by the ComGuard as mobile fire-support for somewhat speedier and lighter ‘Mechs.  The only significant change comes in the 3060s with the development of Presicion Ammunition – several ComGuard pilots pulled the center-torso medium laser, to add a third ton of ammunition to the right-torso bin.
« Last Edit: July 10, 2021, 07:49:12 AM by fabulousorcboy »
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Ice Hellion

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Re: Optimizing the Marauder
« Reply #44 on: July 10, 2021, 02:13:43 AM »

But I will give the Marauder my best attention and offer to you a few varieties that you may (or may not) find interesting and useful.  So, I hope ya'll enjoy my attempt here.

Then we are all doomed  :P
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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