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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-3E
Designer:           Castro
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         12,482,000 C-Bills
Battle Value:       2,189

Chassis:              Standard
Power Plant:          Vlar 300 
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
Armament:             
    1 Ceres Arms Smasher PPC
    2 Ramtech 9500V Large VSP Lasers
    6 Magna Mark II Medium Lasers
    1 60mm Vulcan Anti-Missile System
    1 Blazefire Spreadshot Small Pulse Laser
Manufacturer:         General Motors
    Primary Factory:  New Valencia
Communications:       Dalban Micronics with Angel ECM Suite
Targeting & Tracking: Dalban HiRez II

================================================================================================
Overview:
    First built in 3012, the Marauder II is a successful attempt to take the firepower of the
    Marauder and combine it with the reliability and ruggedness of an assault chassis.
    
    In 3010 officers of the famous Wolf's Dragoons mercenary unit contracted with Blackwell
    Industries of New Valencia on the project of modifying the highly successful 75-ton Marauder
    into a 100-ton assault 'Mech. Working from existing plans the design phase proved to be very
    short, the process of reinforcing the Marauder chassis turned out to be easier than
    expected, enhanced by the removal of the finicky and temperamental General Motors Whirlwind
    Autocannon for a much simpler Large Laser. First appearing with the famous Zeta Battalion
    before spreading to Alpha Regiment, the Dragoons' enemies soon learned to fear the
    appearance of Marauder IIs as foreshadowing a major advance, as for the remainder of the
    Third Succession War it remained the exclusive property of the mysterious Dragoons.
    
    This changed after the Fourth Succession War when Colonel Jaime Wolf authorized Blackwell to
    increase production and allow outside buyers access, on the provision that each sale had to
    be approved by the Dragoons. Now spreading in limited numbers, the largest buyer outside the
    Dragoons would be the Miller's Marauders mercenary unit, famed for its almost exclusive use
    of the Marauder chassis and the secret loan of its DropShips to Zeta Battalion for their
    climactic rescue of the rest of the Dragoons on Crossing. When new unit commander Major
    Susan Barber expressed interest in the Marauder II, Colonel Wolf gave Blackwell the go-ahead
    to supply her with all she needed, by the Clan Invasion the now renamed Barber's Marauder II
    would boast almost a regiment's worth of the fearsome assault 'Mech.
    
    Though Barber's Marauder II would help drive the considerable interest and demand for the
    powerful assault 'Mech, they would also damage its seeming aura of invincibility following
    their ignoble destruction by Clan Jade Falcon on Koniz in June 3064. Seeking to rekindle
    interest in their flagship 'Mech following its disastrous showing on Koniz, GM/Blackwell
    noted the Vicore Industries triggered refresh of "classic" designs to develop a more
    powerful and visually refreshed model. The resulting MAD-4S variant was the first widely
    available Marauder II, Wolf's Dragoons' easing of sale restrictions partly motivated by
    profit but also as a means to punish the Lyran Alliance for the theft of the Blackwell
    developed light fusion engine, as of 3067 selling the 'Mech to all interested parties save
    those the Dragoons were fighting against in the Chaos March; the Word of Blake and the
    members of Trinity Alliance.
    
    The demand for the Marauder II would only increase in the Jihad following the Blakist
    destruction of GM and Blackwell's production facilities for the 'Mech as part of their
    vendetta against the Wolf's Dragoons, with many salvaged examples in use among the nations
    of the Inner Sphere in a large number of variations following the Blakists' fall, the most
    notable being the MAD-6D developed by the Federated Suns and shared with the Republic of the
    Sphere.
    
    As the Dragoons' Marauder II factory on Outreach didn't survive the Jihad, Irian BattleMechs
    Unlimited purchased the design plans from the Dragoons and, after retooling their Awesome
    lines on Irian, began producing the newly acquired design. During the Dark Age Era, the
    Republic of the Sphere ordered Irian to shut down many of their 'Mech production lines,
    including the Marauder II - however, they never ceased producing them.

Capabilities:
    The 3E was introduced in 3090 specially for the Free Worlds League as an upgraded model to
    the Maruader-3E built around 800 years ago. Due to the abundance of lasers built by that
    realm, the 3E model carried two of the newest lasers developed: two Large Variable Pulse
    Lasers; each located in the arm assembly. The right torso gun assembly was taken up by a
    Ceres Smasher PPC for some long range effectiveness. Additionally, the 3E replaced its
    single heat sink banks with a more efficient double heat sink array, making the 'Mech more
    heat manageable for the array of energy weaponry it possessed.
    
    The designers kept the four Martell Medium Lasers from the original design, with two pairing
    with each Large VSP in the arm. They further added  two more Martell Medium Lasers mounted
    in the central torso. Finally, the 3E mounts one Surefire Small pulse Laser just above its
    cockpit for additional defense against infantry and light tanks.
    
    Defensively, the designers were able to install an Angel ECM Suite in the left torso -
    further adding to this mechs ability to operate for long periods of time on the battlefield
    providing support to its lance, while also working mostly independently of ammunition very
    much like its 75 ton sister the Marauder-3E. Finally, as it’s own ammo dependent weapon,
    it mounts a 60mm Anti-Missile System with one ton of ammunition. While Mechwarriors do
    complain about the proximity of the AMS to the cockpit and its deafening noise, those
    complaints tend to silence when the Mechwarriors realize how much help it has been on the
    field.

Deployment:
    While limited, the Marauder II 3E experienced most of its combat on the Periphery of the
    Free Worlds League. Its sole usage of energy weapons in lieu of ammunition made it a
    favorite among Mechwarrior pilots or mercenary companies that spent many months waiting for
    resupply or reinforcements. The 3E become so popular that even roving pirate groups would be
    seen fielding the mech variant as supply was low for roving Pirate gangs.
    
    Sadly, The Marauder II 3E was not without its flaws, potent though it was. In addition to
    the weak linkage between its Gauss Rifle, now mounted in its left torso, and chassis; the
    rotation rings connecting the chassis with the leg assemblies was a similar weak point in
    the design. Many Marauder pilots took to mounting improvised armoring around these points in
    an attempt to protect these vulnerabilities. The powerful HiRez tracking system, located in
    the forward section of the 'Mech, was also known for impeding the pilot's field of view.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         20 [40]                  10.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  307                    19.50                     
    Type:                                    Standard                                           

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

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Small Pulse Laser                                         H                 1          1.00             
2 Medium Lasers                                           CT                2          2.00             
PPC                                                       RT                3          7.00             
Angel ECM Suite                                           LT                2          2.00             
Anti-Missile System                                       LT                1          0.50             
Large VSP Laser                                           RA                4          9.00             
2 Medium Lasers                                           RA                2          2.00             
Large VSP Laser                                           LA                4          9.00             
2 Medium Lasers                                           LA                2          2.00             
Anti-Missile System (Ammo 12)                             LL                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 56
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 6 / (M) 5 / (L) 1,  OV: 1
Armor (A): 10,  Structure (S): 8
Specials: AECM, AMS