Author Topic: Battle Armor of the Week - 3145 Special - Marauder Battle Armor  (Read 13583 times)

sillybrit

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Marauder Battle Armor - Technical Readout 3145 Mercenaries page 7







     Marauder is an evocative name within BattleTech, harkening back to the beginning of the game in the form of one of the most popular heavy ’Mech designs. The name also has a history among us battlesuit fans, being the ever so humble standard grunt suit in Starship Troopers. It was inevitable that fan designs named and modeled after the ’Mech would appear; I've posted one a couple of board iterations ago and the latest version is just a few months old.

     At long last we finally have an official Marauder battle armor design, one that is somewhat unusual compared to the majority of fan designs that I recall. Typically seen as a custom assault suit, the canon version is instead a heavy, which automatically makes it a Good Thing in my eyes. I have a fondness for heavy suits, whether heavy trooper types or pocket assaults like the Marauder, with the latter type swapping armor for the possibility of Mechanized Battle Armor capability.

     Appearing in Technical Reasdout 3145 Mercenaries, the Marauder is a product of the Periphery, being developed in the Marian Hegemony and then spreading to the Taurian Concordat. Visually, it's a suit that a few consider a little ugly, but most I know think it's a sleek and brutal-looking design. Personally, and I know I'm a little odd here, I think the torso looks somewhat like a T-Rex's head, with the arms, legs and torso-mounted gun then bolted onto the skull.

     A slow moving suit, the Marauder does indeed exploit the possibility of Mechanized Battle Armor operations. Although lacking any manipulators, the installation of a Magnetic Clamps means that the Marauder can hitch a ride on any ’Mech or tank, not just Omni versions. Incapable of generating a Target Movement Modifier and lacking any form of stealth, you would think that the Marauder would be heavily armored, but in keeping with the original MAD-3R ’Mech, the battlesuit's protection is arguably a little sub-par. No better than an IS Standard of two-thirds the mass, the Marauder is going to suffer badly when it's in the enemy gunsights.

     To compensate for these weaknesses, the Marauder is heavily loaded with weaponry. As would be expected, each arm mounts a Support PPC and AP Weapon Mount, mimicking the PPC and Medium Laser of the original ’Mech. The PPCs are decent weapons with reasonable range, plus in RPG and campaign play they can be recharged by a friendly ’Mech or fusion-powered vehicle. They aren't that hard-hitting, with less punch than a Medium Recoilless Rifle, while lacking the anti-personnel capability too; against that, the PPCs are slightly longer ranged. Although there are two AP mounts, it should be remembered that using the default Total War rules only one of the two can be used per turn, and in addition they're always counted as being loaded with an Autorifle. Optionally, different infantry weapons can be used, providing potentially better stats, although the mounts are restricted to Standard type weapons, with no Support weapons allowed.

     Backing up the PPCs is a Light Recoilless Rifle perched on the right shoulder, representing the AC/5 of the MAD-3R. This gives the Marauder a solid anti-personnel weapon, at least capable of outranging some infantry platoons and inflicting a reasonably amount of damage against PBIs. On average, a squad will kill a typical infantry platoon in three salvos, even the larger five-man battle armor squads deployed by the Marians. Against ’Mechs, the average amount of damage only reaches the all-important twenty points required to inflict a piloting check can only be achieved by concentrating all three main weapons and the AP mount on the target.

     Backing up the guns is a potentially far more dangerous piece of equipment. The Light TAG allows the Marauder to designate foes for all sorts of unpleasantness, and perhaps more importantly does so at a greater range than the suit's own weapons can reach. Overall, the firepower does feel a little light for the mass invested, but it should be remembered that the main guns all reach six or seven hexes, which is a respectable reach by battle armor standards.

     For those that like to use optional rules, in particular those concerning quirks, the accuracy of the Light Recoilless Rifle is particularly nice if you're facing stealthy PBIs or jump infantry platoons. Being easy to maintain obviously only comes into play for those of us who enjoy campaigns which deal with such post-combat affairs, but for those who just want the "pew pew pew", that trait is sadly of little use.

     When deploying the Marauder, you should fully exploit the Magnetic Clamps to enable you to rapidly redploy squads where you need them. When you get to the fight, get straight into good cover and stay there. You're not going to be able to generate a Target Movement Modifier, so with no stealth either, you've just got terrain to keep you alive. Heavier buildings that soak up a lot of damage are ideal, thus enabling you to stretch out the less than desirable armor; unless some evil foe decides that you really need a few high explosive area effect rounds coming your way. Heavy woods are also good, of course, but against an ultra-accurate opponent you're really going to only be delaying the inevitable.

     Having spread throughout the Periphery and Inner Sphere thanks to mercenaries, you can expect to see the Marauder operating alongside a multitude of other battle armor types. Looking specifically at the Marians and Taurians, then the obvious potential partner that should spring to mind is the Ravager. Both are large, relatively slow suits, although the Ravager is faster and is much more heavily armored. Both can shoot the same distance with their main armament, with the lighter Marauder having more firepower. Ideally, you'd normally want a lighter unit to act as the hammer to the heavier unit's anvil, but in this case the anvil is quicker than the hammer, making that a little awkward. The use of Mechanized Battle Armor operations can assist with this in some circumstances, but you might instead be better off simply mixing your Marauders in among your Ravagers to help increase the overall firepower, and rely on other designs as the mobile strikers. The ubiquitous IS Standard would be available for that role, as would the Asterion and its variants, while the new Spectre being produced by the Protectorate and spreading through the Periphery makes an ideal scout.

    Enemy vehicles have a lot to fear from the Marauder if they get in range. An average of nine two-point hits, plus the AP attack, represents a lot of potential crit chances. As noted above, enemy ’Mechs might have to worry about a piloting check if all attacks hit, but the total damage isn't going to be of concern for many ’Mechs. Some conventional infantry have to be cautious around the Maruader, particularly those with shorter ranged weapons or when out in the open, but some PBIs will just consider the suit a juicy target. It's entirely possible to build platoons with solid firepower and greater range that also equal or exceed the speed of the Marauder, and those circumstances are to be feared by any combatant. Against other battle armor, the Marauder can be really brutal. Outranging many designs, the suit can really hand out a smack down, but against others, such as the now venerable Infiltrator Mk II, it can only hope that nearby friendlies can save it. Most importantly, keep in mind that the Marauder isn't an alpha baby, its lack of missiles means that it's built for DPM instead.

     As a flavor piece, the Marauder was a long time coming and I'm finally glad it's here, even if it does mean the retirement of the name from mine and others' custom designs. I'm equally happy to see the Hegemony continue developing and manufacturing homegrown battle armor, rather than merely tweaking a design originating in the Inner Sphere. On the battlefield, the suit has a useful role to play alongside its bigger and older brother, the Ravager. Just be careful not to expose it too much and over time the Marauder can punish the foe with its death by a thousand cuts.
« Last Edit: 04 June 2013, 18:04:07 by sillybrit »

WeaponX

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Just a comment about the artwork, they should have used a Mauser or some other Laser AP weapon in the artwork to make it look more like the Marauder.  Also, why is there a suitcase beside it when it has no manipulator to pick it up with?
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UnLimiTeD

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I think it's great looking, and it has a promising loadout and decent fluff.
Stats-Wise, however, I think it sucks.
A heavy suit with no mobility and just 9 points or armour?
I'll pass.
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I love the look and it is a pretty neat how it try to copy its big brother.  I suspect that in game term it wont be use as much as other suit but it will still find a place in the battlefield as a heavy support element to infantry companies providing some long range firepower.  a platoon of these suit mix with a platoon of arty infantry and you may have something serious to deal with.  It lack the mobility or armor hurts it in the long run but it is a nice fluff suit

Nav_Alpha

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I actually rather like the look - it's brutal, ugly and looks exactly like what it is: a killer.

So, i know it's not got a MUL listing yet - but do we have any idea who else is likely to be using it?

Lyran? FWL? The Republic?


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Welshman

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Also, why is there a suitcase beside it when it has no manipulator to pick it up with?

That's a power cell. The PPCs have just been fully charged. Be nice to Mr. Marauder.
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glitterboy2098

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Also, why is there a suitcase beside it when it has no manipulator to pick it up with?

i think that s supposed to be a tech's tool kit.. like someone was doing maintenance on it before the picture was taken.

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How cheap is it? Is the armor standard?

I really see the future of some fighting in the new era to include battalions or full regiments of mixed BA units with fast armor support being a main force for sweeping into a city or around the base feet of an enemy force to distract and hinder their movement (whilst friendly mechs attack) I'm trying to envision this with all the other common BA in such a mass-use battle and how it would stand up giving support and being supported.
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I love it.
To me it's the best thing in that entire TRO.

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RyuWanderfalke

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     A slow moving suit, the Marauder does indeed exploit the possibility of Mechanized Battle Armor operations. Although lacking any manipulators, the installation of a Magnetic Clamps means that the Marauder can hitch a ride on any ’Mech or tank, not just Omni versions.

I'm still wondering how that is possible.

A. Lurker

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I'm still wondering how that is possible.

I'd imagine that once you have the tech to sustain a useful controlled fusion reaction in as tiny a volume as a 'Mech reactor, one thing you don't have to worry about anymore is how you'll ever find some strong enough magnets. So the suit wouldn't necessarily need hands and feet to cling to its carrier -- just some general contact points.

Which for all I know might be on its back where perspective hides them from us in that image. :)

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I thought BA ran on super-efficient batteries, generally 24 hours before running down?

What I was wondering wasn't so much the clamps but how it can mechanize itself to the side of a tank without even the crudest of manipulators to hold on with
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A. Lurker

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I thought BA ran on super-efficient batteries, generally 24 hours before running down?

What I was wondering wasn't so much the clamps but how it can mechanize itself to the side of a tank without even the crudest of manipulators to hold on with

That was my point. It doesn't "hold on" at all -- it simply sticks.

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I thought BA ran on super-efficient batteries, generally 24 hours before running down?

they do. but fusion reactors use very powerful electromagnets to contain the reaction. to make reactors as compact as the ones used in battlemechs, you need some very compact but powerful magnets.

that same electromagnet tech allows for the magnetic clamps to work.

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This is irrelevant.  Now I can field Marauders riding on Marauders being deployed by the Dropship MHS Marauder!

The recursion is too excellent to pass up.

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It needs to be a raiding force so they can be said to be...marauding.

The pilots would of all of the above would also be marauders. So you'd have marauders in Marauders wearing marauders wearing Marauders, waiting inside Marauder to go marauding.
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It needs to be a raiding force so they can be said to be...marauding.

The pilots would of all of the above would also be marauders. So you'd have marauders in Marauders wearing marauders wearing Marauders, waiting inside Marauder to go marauding.

You have given me a happy, sir.  Feel proud.

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I forgot that I was saying all that to a Marauder! :D

Kinda makes me want to go back to my old animated Marauder avatar. 8)
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Welshman

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Makes me want to design a Marauder class DropShip....
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Although I like the design (and I see the T-Rex head) and its a nice homage to the Marauder Mech in mini

But here's the thing - the magnetic clamps for mechanized movement.  How does it work?  The suit has no visible manipulators to climb up the Mech to be carried - a tank I can kinda get it could walk over the body into transport position but a Mech?  How do you walk up the legs without arms to levy yourself up the body?
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https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

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Welshman

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Although I like the design (and I see the T-Rex head) and its a nice homage to the Marauder Mech in mini

But here's the thing - the magnetic clamps for mechanized movement.  How does it work?  The suit has no visible manipulators to climb up the Mech to be carried - a tank I can kinda get it could walk over the body into transport position but a Mech?  How do you walk up the legs without arms to levy yourself up the body?

Kneeling Mechs....

It's lost in the game abstraction layer. If you wanted to be hyper accurate, you could require the Mech to use kneeling and standing movement when loading a Marauder squad. The game rules however do not require this at the level we normally play at.

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glitterboy2098

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maybe one or two of the magclamps are on grapple-lines that can be fired up to attach to the mech's torso, then reel the suit up? when it wants off it reverses the process to rappel down?

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when I first read it I thought maybe it was the soul of the foot.. so they sort of walk there way up a mech.  of course that sort of leave the mech in an odd angle when clinging..

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Kneeling Mechs....

It's lost in the game abstraction layer. If you wanted to be hyper accurate, you could require the Mech to use kneeling and standing movement when loading a Marauder squad. The game rules however do not require this at the level we normally play at.

Cool I was curious, I always thought a suit of any level would need at least one hand actuator to get up onto the design

maybe one or two of the magclamps are on grapple-lines that can be fired up to attach to the mech's torso, then reel the suit up? when it wants off it reverses the process to rappel down?

That makes a bit of sense

The other thing I had a wee problem was - more so on the Marauder than others since its most obvious.  The Marauder is basically a walking ball with two ball arms attached with a gun barrel sticking over the shoulder.

The thing is with most BA and ProtoMechs that have Magnetic Clamps they have big open spaces on a flat torso piece to hold on with.  The Marauder doesn't.

I'm not knocking the design since I do like it, and I like the look, I just wonder where the magnetic clamps are?  Personally I'd have dumped them for ground speed increases and/or armour
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Nav_Alpha

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Cool I was curious, I always thought a suit of any level would need at least one hand actuator to get up onto the design

I'm not knocking the design since I do like it, and I like the look, I just wonder where the magnetic clamps are?  Personally I'd have dumped them for ground speed increases and/or armour

Maybe BA can "stow" arm mounted weapons - like they flip the weapons into a "deactivated mode" where they hang out of the way, giving them limited use of their actual hands?


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I'm curious why the MWDA people at Wizkids went with a Battle Armor version of the Marauder.   This is nice assault BA, with ability to be moved around bit easier than some other assault suits with aid of its Mag Clamps.
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Nerroth

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I was under the impression that this was one of the "new" units created by Catalyst for the TRO:3145 series. (I haven't seen it listed on Warrenborn.)

Nav_Alpha

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I was under the impression that this was one of the "new" units created by Catalyst for the TRO:3145 series. (I haven't seen it listed on Warrenborn.)

Pretty sure. I do not remember a Marauder suit in any of the Wizkids/Clicky stuff


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Maybe BA can "stow" arm mounted weapons - like they flip the weapons into a "deactivated mode" where they hang out of the way, giving them limited use of their actual hands?

this suit doesn't have manipulators. but maybe it has magclamps on the inside of it's arms, and those things on it's knees are magclamps as well, and it can 'baby crawl' up the side of a mech?

either way (crawl up or grapple-clamps) would allow it to work.. it would just look rather odd..

A. Lurker

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Well, as I said -- the magnets could simply be on the suit's back, where we wouldn't see them in the picture. Would allow the mechanized troopers to help watch out for threats while stuck to their ride, even. ;)