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Takiro

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Optimizing the Marauder
« on: July 04, 2021, 11:13:19 PM »

It’s a Mad, Mad, Mad, MAD World for contest forty-four which delves into the seventy-five-ton weight class for one of the most iconic BattleMechs of all time, the Marauder. This heaviest of heavies is another Harmony Gold UnReseen having memorably been the Zentradi’s Officer (Glaug) Battle Pod in Robotech. This one got a lot of use in our home campaigns and is one of my favorite Mechs of all time. The Marauder is truly iconic and with Mechwarriors like Grayson ‘Death’ Calyle and the Bounty Hunter how can it not be? I’m really looking forward to seeing what you guys can come up with this time for BattleTech Salient Horizons. Not only do we have the Mech of the Week article from CBT and BattleTechWiki to provide us with some inspiration but more Marauder stuff was just spotlighted by Tex! (links below)

'Mech of the Week: MAD-** Marauder
https://bg.battletech.com/forums/fan-articles/mech-of-the-week-mad-**-marauder/

Marauder – BattleTechWiki
https://www.sarna.net/wiki/Marauder

Tex Talks BattleTech: Episode 13 – The Marauder
https://youtu.be/Hv0HjfuMt-c

Design Criteria
Design: Marauder Heavy BattleMech
Era: 3052, just following the Truce of Tukayyid
Tech: InnerSphere Level 2
Mass: 70 tons

Tech Base
The tech base for this enterprise will be InnerSphere Level 2, also known as Star League lostech, circa 3053. Remember some Level 1 standards which Bradshaw and myself think still have value like Large Lasers and PPCs which feature the same damage factor as their higher tech brethren with less range and perhaps most significantly less heat. Here is a list for your design reference. Let me know if there is anything I missed!

Star League LosTech
Anti-Missile System
Arrow IV Artillery Missile System
Extended Range Large Laser (ER Large Laser)
Extended Range Particle Projection Cannon (ER PPC)
Gauss Rifle
Ultra Autocannon/5
LB 10-X Autocannon
One-Shot Missile Packs
Pulse Lasers (Small, Medium, & Large)
Streak SRM-2
Swarm LRMs
Thunder LRMs
Artemis IV FCS
Beagle Active Probe
Guardian ECM Suite
Myomer Accelerator Signal Circuitry (MASC)
Narc Missile Beacon
TAG
Cellular Ammunition Storage Equipment (CASE)
Double Heat Sinks
Endo Steel Internal Structure
Ferro-Fibrous Armor
Extra Light (XL) Engine

InnerSphere Low Tech
Blazer Cannon (or Binary Laser)
Recon Camera
Remote Sensor Dispenser

New Innovations
Triple Strength Myomer
Hatchet
C3 Computer

Design Traits of this Setting
Both the Federated Commonwealth and ComStar seem to have gone in the other direction with LRM batteries preferring larger LRM-15s and 20s linked to Artemis IV FCS to enhance accuracy. Facing the technologically superior Clan invaders have caused them to spend vast sums of resources on the finest technology available usually translating into high priced BattleMechs that few other factions can afford.
This is somewhat true for the Draconis Combine which has lost a significant portion of their industrial capacity to the Clans. This has been forced Kurita designers to innovate in new and different ways regardless of traditional warrior ethos which pervades the realm. Many Draconis optimizations have included the C3 System which is accelerated from the canon setting which saw their deployment lag.
The Free Worlds League in particular have embraced massed LRM-5s over the larger batteries to provide closer mass equivalents to Clan LRMs. Thanks to a corresponding increase in NARC units these ‘fire teams’ have become quite effective in the Marik Civil War. Also, the Blazer has made an appearance in the shattered FWLM searching for an advantage over their former brethren.
The Capellan Confederation typically fields cost effective designs at this time thanks to their resource strapped situation. While justifications for high end increases can be made like the Outreach Conference, Wrath of Blake technical aid, spoils of war from Isis forces, and good old Capellan espionage these should be minimized. My advice would be Periphery plus for these designs as the Confederation is under strain supporting Isis right now as it is. Growing stealth tech reflected in the Raven would be appropriate in many cases as sophisticated electronic lostech devices like the Guardian ECM Suite would be a priority for their recon designs. There is also a fire support role which is a hallmark of Liao tactical doctrine. The discovery of Thunder LRMs to deploy minefields and use of Arrow IV Artillery on the Catapult are themes which could be amplified here.
Regional factions like the Draconis March and the Periphery have seen the introduction of some ‘simple’ lostech items like Double Heat Sinks, Ferro-Fibrous, Streak SRM-2s, and Pulse Lasers. Extra-Light (XL) Engines remain too expensive and have drawbacks which make their deployment unlikely here. Advanced orbital facilities needed for EndoSteel manufacturing also remain out of reach at this point. They are not beyond using PPCs and Large Lasers either which they view as more efficient than their ER successors.

Please do your research (think Objective Raids) for available components as this will be another factor in rapid production. I love fluff and your winning designs will be featured in my BattleTech Salient Horizon alternate setting. I'd like to go beyond the refits bought to you by Technical Readout 3050 and delve into extensive redesigns of your BattleTech favorites. Sharpen up your favorite war machines perhaps drawing on past or current variants while remembering the spirit or role of these Mechs. Don't forget to justify the expense of your project and multiple winners are possible. Figure that all entries have to be completed and posted on these forums by Friday July 16th 2021 by 11:59 PM which should give you all a full two weeks for this contest, good luck!!
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Takiro

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Re: Optimizing the Marauder
« Reply #1 on: July 04, 2021, 11:15:28 PM »

I am gonna lead off with two of my favorites recently developed through our Solaris campaign, first up the slight back step! And yes it departs from my usual AC/20 doctrine of being 5/8 or better or having jump jets. Input as always is welcomed!!

MAD-4S MARAUDER

Mass: 75 tons
Chassis: GM Marauder
Power Plant: GM 300 XL
Cruising Speed: 43 kph
Maximum Speed: 65 kph
Jump Jets: None
   Jump Capacity: None
Armor: Valiant Lamellor with CASE
Armament:
   2 Donal Particle Projection Cannons
   1 Defiance ‘Mech Hunter Autocannon/20
2 Magna Mk II Medium Lasers
Manufacturer: Bowie Industries
   Primary Factory: Carlisle
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban HiRez

Overview:
   Bowie Industries lostech MAD-5S Marauder impressed many with its long-range hard-hitting capabilities after its initial release in late 3051. Unlike some ‘upgrades’ this model delivered especially in action against the Clans where it could reasonably compete. This is not to say there weren’t shortcomings in the design which Bowie was keen on addressing in order to maximize its bottom line. In addition to reviewing all possible combat footage and interviewing Mechwarriors following action the company decided to test this new variant in the arenas of Solaris VII. By getting various Stables to sign on to sponsorship deals Bowie was able to promote its new Marauder as well as evaluate it. Out of several different modifications undertaken to improve its performance two were singled out for additional analysis. The so-called 4S was the somewhat backward of these featuring older weaponry that required it to close with opponents in order to deliver devastating punishment which could knock out almost any threat in short order.

Capabilities:
While based on the successful MAD-5S this more practical model relies on venerable more proven weapon systems to deliver a bigger punch at closer range. To this end the Defiance 1001 ER PPCs are replaced with the old Donal PPCs from the original MAD-3R. These standard Particle Projection Cannons are more balanced in terms of possible damage delivered to waste heat generated even though they lack the reach of their more advanced successors. The Poland Main Model A Gauss Rifle was also swapped out for a Defiance ‘Mech Hunter Autocannon/20 which had previously been used on the Rommel/Patton Tanks. This massive main gun could deliver the greatest possible damage at close range potential knocking out any opponent quickly. So even if the largest Autocannon available has just forty percent of the effective range of a Gauss it can deliver twenty percent more firepower. In combination with two Magna Mk II Medium Lasers this arsenal can quickly devastate adversaries in tight quarters.
Perhaps the greatest improvement to this Marauder was its defenses as eleven tons of armor was considered a little too light especially when combined with fragility of the 300 Extra-Light Engine. Two additional tons of Valiant Lamellor armor plating increased overall armor coverage by fourteen percent. This ninety-three and a half percent maximum armor protection was also supplemented by a CASE in the left torso that safeguarded the war machine from catastrophic ammunition explosions. This unfortunately did result in a loss of one ton of the Autocannon/20 shot from the original Solairs version. While this tradeoff will impact the design's staying power the increased safety factor for Mechwarriors and their war machine was ultimately judged more worthwhile. Taking from the Marauder's sixteen Double Heat Sinks was also considered but dismissed because of the amount of waste heat generated during combat. Running Alpha Strikes will still produce a slight overheat but nothing that isn't extremely manageable even during intense battlefield operations.

Deployment:
Debuting on Solaris VII this heavy brawler can aptly be described as a ‘Pocket Assault ‘Mech’ capable of dispatching even the largest opponents with brute savagery. This perhaps best illustrated in a series of matches which witnessed the rapid rise of Nine Ball Stable and their rival, the reborn Ronin Cooperative. Bowie was quick to capitalize on this notoriety by commissioning limited production runs of the MAD-4S which were rapidly bought up. Customers included traditional LCAF commands, various mercenary units, and even a few FedCom nobles. No performance reports of combat have yet been obtained but Mechwarriors are eagerly anticipating action soon. Refit packages have also been made available for existing Marauder owners who may which to upgrade their venerable war machines.

Type: Marauder
Technology Base: Inner Sphere - Level 2
Tonnage: 75
 
Equipment                        Mass
Internal Structure:                     7
Engine:            300 XL         9.5
Walking MP:         4
Running MP:         6
Jumping MP:         0
Heat Sinks:            16 (32)            6
Gyro:                           3
Cockpit:                        3
Armor Factor:            216            13.5

Internal Structure   Armor Value
Head            3         9
Center Torso         23         32 / 11
R/L Torso         16         22 / 8
R/L Arm         12         22
R/L Leg         16         30

Weapons and Ammo      Location      Critical   Tonnage
PPC            Right Arm      3      7
Medium Laser         Right Arm      1      1
PPC            Left Arm      3      7
Medium Laser         Left Arm      1      1
Autocannon/20      Right / Center Torso   9/1      14
Ammo (Ammo) 10      Left Torso      2      2
CASE             Left Torso      1      .5

Cost = 15,113,000 C-bills
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Takiro

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Re: Optimizing the Marauder
« Reply #2 on: July 04, 2021, 11:17:46 PM »

Have to say I loved the 5S approach but immediately recognized it could be done better and before you say it - yes, EndoSteel would have been better here than Ferro-Fibrous (freeing another ton) for a fully optimized model but I figure what the heck...

MAD-6S MARAUDER

Mass: 75 tons
Chassis: GM Marauder
Power Plant: GM 300 XL
Cruising Speed: 43 kph
Maximum Speed: 65 kph
Jump Jets: None
   Jump Capacity: None
Armor: Lexington Ltd High Grade Ferro-Fibrous with CASE
Armament:
   2 Defiance 1001 Extended Range Particle Projection Cannons
   1 Poland Main Model A Gauss Rifle
2 Magna Mk II Medium Lasers
Manufacturer: Bowie Industries
   Primary Factory: Carlisle
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban HiRez

Overview:
Combating the Clan threat was a staggering challenge for the Great Houses of the InnerSphere but luckily for them they had a little bit of a head start. It is somewhat ironic that work on the highly effective MAD-5S Marauder actually began well before the Return of Kerensky. The fall of Quentin to House Kurita during the War of 3039 resulted in the capture of House Steiner-Davion's MAD-5D lostech upgrade. With the Draconis Combine now able to field their premier Marauder design against them the Federated Commonwealth began to look for a way to further enhance this design. While some thought that efforts by Bowie Industries of Carlisle was merely misdirection in order to confuse the Dragon the new Steiner variant of the Marauder would prove otherwise. Thankfully the work started by this Successor State feud would bear fruit in the second half of the Clan Invasion. The solid performance of the 5S in many battles including Twycross all along the front helped stemmed the tide against the invaders. Following this initial success further efforts were made to maximize its performance and the outcome was the MAD-6S Marauder.

Capabilities:
The 6S is a major upgrade inspired in part by a custom Solaris Gladiator ‘Mech which improved on the 5S. Both removed the arm mounted Sutel Precision Medium Pulse Lasers in favor of the original Magna Mk II Medium Lasers from the MAD-3R. This freed up two tons which could be used to enhance the underwhelming eleven and a half tons of Valiant Lamellor armor plating. The 6S went even further though removing the lower arm actuators to make room for twelve and a half tons of bulky Lexington Ltd High Grade Ferro-Fibrous armor imported from Coventry. This costly modification provided almost ninety-seven percent of maximum armor protection which was an improvement of nearly seventeen percent over the 5S. This made way for a second ton of Gauss ammo something which the 5S and the custom Solaris version lacked. The new barrel arms featuring only shoulder and upper arm actuators are capable of rearward rotation and also give this Marauder a unique appearance unlike any other. Functioning similarly to its 5S and Gladiatorial forebearers it can pound away at opponents from long range with its three big guns without much fear of overheating. Only at mid-range do heat concerns really crop up as the sixteen Double Heat Sinks begin to have problems cooling the secondary lasers. That issue is considered a manageable risk by most and aside from a high price tag there are no other major drawbacks for Mechwarriors. Technicians on the other hand also find little interior room accessible except in the head making life difficult for maintenance.

Deployment:
Bowie Industries immediately retooled its Carlisle facility for full production of the newly improved 6S in 3053. While refit of existing models is possible it is a far more involved affair because of the changes to the arms and the armor. As a result, few technicians have attempted the daunting upgrade preferring to copy the Solaris Gladiator which inspired it. The first of these newly shipped units went to commands serving along the Clan front who are still seeking any help they can get versus their technologically superior foe. The new Marauder has been well received and has already shown it is capable of matching the Invaders range and firepower with improved defenses. FedCom Mechwarriors jokingly refer to the MAD-6S as the ‘Marauder Success.’

Type: Marauder
Technology Base: Inner Sphere - Level 2
Tonnage: 75

Equipment                        Mass
Internal Structure:                     7
Engine:            300 XL         9.5
Walking MP:         4
Running MP:         6
Jumping MP:         0
Heat Sinks:            16 (32)            6
Gyro:                           3
Cockpit:                        3
Armor Factor:            224            12.5

Internal Structure   Armor Value
Head            3         9
Center Torso         23         32 / 11
R/L Torso         16         24 / 8
R/L Arm         12         24
R/L Leg         16         30
 
Weapons and Ammo      Location      Critical   Tonnage
ER PPC         Right Arm      3      7
Medium Laser         Right Arm      1      1
ER PPC         Left Arm      3      7
Medium Laser         Left Arm      1      1
Gauss Rifle         Right Torso      7      15
CASE            Right Torso      1      .5
Ammo (Gauss) 16      Left Torso      2      2

Cost = 15,686,125 C-bills
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drakensis

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Re: Optimizing the Marauder
« Reply #3 on: July 05, 2021, 03:02:46 AM »

Marauder MAD-3D2

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: 3042
Cost: 6,993,000 C-Bills
Battle Value: 1,654

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:
    3 Magna Hellstar PPCs
    3 Magna Mk II Medium Lasers
Manufacturer: GM
    Primary Factory: Kathil
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

Overview:
With the restored ability to manufacture double-heatsinks in the 3040s, it was no surprise that the Federated Suns' largest military manufacture jumped on the opportunity to restore some of the potential of their flagship 'Mech design.

The Marauder 3D2 was envisaged as little more than a prototype, an intermediary step towards putting the 2R Marauder back into production. While engineers worked to resolve the installation of CASE, ferrofibrous armour and extended-range PPCs, a trickle of Marauder 3D2 models were produced - only for this to be shelved as ever more impressive technology was envisaged for the 5D Marauder

With the Clan Invasion, the demand for upgraded 'Mechs immediately forced GM to shift its priorities. The MAD-3D2 was identified as ideal for the new process of providing refit packages to existing Marauders, and these kits have been so welcome with AFFC Mechwarriors that additional production lines for the components have been set up.


Capabilities:
The MAD-3D2 Marauder is a simple development of the 3D that has been in use for over two hundred years. While the original used a large laser and four additional heatsinks, the 3D2 uses a third PPC and completely upgrades the coolant system to manage the heat burden.

Without the need to fit several tons of additional heatsinks, the upgrade also adds a third medium laser mount (fitted where the autocannon ammunition was located on other models) and half a ton of armour protection to the flanks and arms of the Marauder.

With the limited need for advanced components, the 3D2 has proven to be technician-friendly with the vast majority of its supply needs being sourced from existing stockpiles. In particular, the targeting computer has no need for reprogramming to handle new weapons since they are already the exact weapons that have been used on the 'Mech since its inception.


Deployment:
The limited number of new build Marauder 3D2s built before the Clan invasion had been sent to the First and Second Royal Guards and the First Davion Guards for testing on the capitol worlds.

Refit packages have been distributed widely since they started rolling off the production lines, with the AFFC making them available to not only their regular forces but also long term mercenary contractors such as the Vegan Rangers and Team Banzai. The packages aren't popular with smaller units whose technicians are less confident with carrying out a complete replacement of coolant systems, but some commercial refit yards have begun offering the kits for installation at their own facilities at a slight discount.


Notable 'Mechs & MechWarriors:
Dr. John Parker of Team Banzai was allowed to borrow a First Davion Guards Marauder in place of his Warhammer when he led a detachment of prototype battle armour troopers for a raid on Planting in 3051. While Doctor Parker switched to using a captured Clan Warhammer captured during the raid, he gave the Marauder 3D2 high praise for its performance and Hanse Davion ordered the loan converted to a full gift to the unit. Doctor Anna Banzai, the current commander of the famous mercenaries, piloted the 'Mech during the funeral parade for the First Prince.


Code: [Select]
================================================================================
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             16(32)                    6.00
    Heat Sink Locations: 3 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 200                 12.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           23       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           18       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
PPC                                          RT        10        3         7.00
Medium Laser                                 LT        3         1         1.00
Medium Laser                                 RA        3         1         1.00
PPC                                          RA        10        3         7.00
Medium Laser                                 LA        3         1         1.00
PPC                                          LA        10        3         7.00
                                            Free Critical Slots: 25

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

Edit: the Marauder 3D2 is essentially the "Vicky Special" I used in A Victorian Age, way back in 2009 - if not earlier.
« Last Edit: July 06, 2021, 06:40:02 AM by drakensis »
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Takiro

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Re: Optimizing the Marauder
« Reply #4 on: July 05, 2021, 03:26:24 AM »

Very nice drakensis!
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #5 on: July 05, 2021, 03:31:34 AM »

I don't think I'll have a lot of optimizations for the Marauder -- I just never liked the battlefield performance of the thing, it was so undersinked and underarmored despite looking very cool.  Most of the canon variants are just disappointing as well.  So here's my proposed variant: it's basically a superior Dragon Fire

Type: MAD-6K Marauder
Production: Draconis Combine (Independence Weaponry, Quentin)
Combat Value: 2095 BV
Total Cost: 15,277,500 C-Bills (including x1.75 tonnage premium)

Internal Struc (Endo): 4t
Engine: Vlar 300 XL: 9.5t
  Walking: 4
  Running: 6
Heat Sinks: 10(20): 0t
Gyro/Cockpit (std): 6t
Armor Factor (Std): 14.5t (231 pips)

Head 3/9
Center Torso 23/32/14
R/L Torso 16/22/10
R/L Arm 12/24
R/L Leg 16/32

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

2x Gauss Rifles (14cr, 30t) RA/LA
4x Ammo (Gauss) 64 (4cr, 4t) RT/LT
2x Medium Lasers (2cr, 2t) RA/LA
1x ER Large Laser (2cr, 5t) CT

Originally designed for Federated Commonwealth forces by Independence Weaponry of Quentin, the Marauder 5D was the first updated variant of the famed Marauder since the recovery of the Helm Memory Core.  The 5D featured three primary energy weapons, all recovered lostech (ER PPCs and a Large Pulse Laser), backed by Medium Pulse Lasers.  When Quentin fell to the Draconis Combine, the design was still in early prototypes, but walked off the lines and into the newly beleaguered DCMS in 3051.

However, the 5D suffered from a number of problems, both in terms of combat effectiveness, as well as manufacturing bottlenecks.  The Combine was struggling to manufacture double heat sinks during the Clan Invasion, which slowed production of the 5D considerably, and made maintenance and repair more challenging.  The lostech Pulse Lasers also suffered from abysmal effective ranges, rendering them largely useless against Clan opponents, especially given the modest 64kph top speed of the Marauder.  Finally, the 5D had been designed to use the reliable Swingline X-1000 jumpjet, long utilized on the Dervish.  The Combine had to scramble to find an alternative, and the Rawlings 40 (from Independence’s Chimera lines) proved to be glitchy and underpowered on the heavier Marauder frame.

Accordingly, Independence was tasked to update the Draconis variant of the Marauder, to better meet all these varied challenges.  The engineers at Independence used all the resources available to them throughout 3052 and early 3053, with the new Marauder MAD-6K finally becoming available to help rebuild the shattered Combine military after the Peace at Tukayyid.

The 6K retains the Vlar 300 XL engine of the 5D, and classic Valiant Lamellor armor plating, but makes considerable changes to the design otherwise.  First, all extraneous double heat sinks have been stripped out, leaving just ten “freezers”, all integrated into the giant extra-light fusion engine.  The interior of the ‘Mech is now largely consumed by the Alshain Class 920 Endo-Steel chassis, taken from Independences’ Victor lines and modified to the Marauder silhouette and myomer layout -- Independence had already developed and designed the Endo-Steel frame, but had not been able to marry it to the inherited FedCom design, due to the bulky double heat sinks.  Three tons of armored protection are added to the exterior, slightly exceeding the optimal 'maximum' for a 75 ton frame, and granting pilots of a signature (and often prioritized) 'Mech superior protection.  Finally, the under-performing jump jets were removed, returning the Marauder to its stately 64kph terrestrial saunter.  The massive weight savings is used to fit a pair of Poland Main Model A Gauss Rifles (again, from the Victor line), two powerful weapons that barely sip at the heat dissipation capacity of the Marauder 6K.

A pair of Magna Mk II medium lasers retain their secondary position in the forearm weapons mount, below the Gauss Rifles, while each side torso feeds two tons of ammunition to the massive Poland rifles.  The highly articulated and flexible arm design is capable of hyper-extending and firing the weapons systems into the rear arc of the ‘Mech, part of the reason the Marauder has been such a feared design for centuries.  Finally, a Victory Nickel Alloy ER Large Laser, produced in partnership with Victory Industries of Marduk, is fitted into the signature Directional Torso Mount of the Marauder, able to support the other long-range weapons systems of the 6K.

The finalized design helps mitigate the double heat sink shortage facing the Combine, and allows Marauder pilots (and particularly commanders) to act as fire support instead of close-range brawlers, although it has the weapons systems and armor to act in that role as well.  Too, the powerful one-two punch of the Gauss Rifles demands respect, even by Clan foes with their superior technology.  Due to high demand for the new Marauder design, Independence has started investing heavily in upgrade packages for older DCMS Marauders, and the ensuing large surplus of Gauss Rifles and ER Large Lasers, eventually lead to designs like the Gunslinger and Ninja-To that come to define the Independence Weaponry image in the latter half of the 31st  century.
« Last Edit: July 05, 2021, 11:09:39 AM by fabulousorcboy »
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Takiro

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Re: Optimizing the Marauder
« Reply #6 on: July 05, 2021, 03:55:21 AM »

Oh wow, very nice fabulousorcboy!
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Abele

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Re: Optimizing the Marauder
« Reply #7 on: July 05, 2021, 03:57:04 AM »

I think I'm gonna give this one a pass

























































just kidding. I'll have something up at some time.
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The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

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Re: Optimizing the Marauder
« Reply #8 on: July 05, 2021, 07:38:29 AM »

Almost got me there Abele, looking forward to it!
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fabulousorcboy

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Re: Optimizing the Marauder
« Reply #9 on: July 05, 2021, 11:12:09 AM »

One thing I hadn't realized before this optimization series was that very few Lyran-side FedCom industries manufacture Ferro-Fibrous armor until the Jihad era or later.  Really makes some of these design proposals challenging.

Drakensis, I love your mini-Awesome.  More mobile and can better sustain firepower, plus more effective at point-blank ranges.
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Takiro

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Re: Optimizing the Marauder
« Reply #10 on: July 05, 2021, 12:51:45 PM »

Lack of available components does make things challenging with these contests. In 3052 there isn't much but with 3055 designs starting to come out and 3058 materiel on the horizon you can plan accordingly I feel.

Specifically when given the choice between EndoSteel and Ferro-Fibrous I always go EndoSteel when I can. Greater weight savings. However, that is in my opinion it is easier to modify existing Mechs with Ferro-Fibrous than EndoSteel.

We do have alot of good Marauders already and I even have another two ideas but I will wait for everyone else before I post them.
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Abele

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Re: Optimizing the Marauder
« Reply #11 on: July 05, 2021, 02:10:56 PM »

Only two, Tak? I could easily do a dozen, but then there's no fun in that. I'll try to keep it to mere handful.
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The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

namar13766

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Re: Optimizing the Marauder
« Reply #12 on: July 05, 2021, 06:33:23 PM »

Hypothetically, If I was to propose a variant of the 3M with a Large Laser and Medium Laser in each arm and a LRM-10 in each side torso, would that be allowed, or would I get smacked for trying to make a Timber Wolf knock off?

Hypothetically, of course.
« Last Edit: July 05, 2021, 06:38:24 PM by namar13766 »
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Abele

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Re: Optimizing the Marauder
« Reply #13 on: July 05, 2021, 08:04:25 PM »

Do whatever you want to do.
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The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

drakensis

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Re: Optimizing the Marauder
« Reply #14 on: July 06, 2021, 02:27:32 AM »

Given the existence of the Rakshasa in canon, developing a Marauder-Cat for this 'verse is hardly implausible.
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