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Author Topic: ’Mech of the Week: Marauder IIc  (Read 6899 times)


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’Mech of the Week: Marauder IIc
« on: 30 August 2014, 10:59:07 »
’Mech of the Week: Marauder IIc

Marauder IIc. Clan rework of the iconic Marauder. Perhaps the culmination (in the minds of the Clans) of the entire Marauder series. Ten tons heavier than its predecessor.

Most of those given the IIc treatment seem to get heavier.

The Marauder IIc first appeared in the original TRO 3055, and later in Project Phoenix and finally 3085.

One thing to remember about the creation of the Marauder IIc is that the Clans did not base it off the MAD-3R Marauder. That, the basic introductory model was not introduced until 2819, the same year Jerome Blake died and was succeeded by Conrad Toyama. The Marauder IIc is instead based on the MAD-1Rs and MAD-2Rs that were produced in the Hegemony and brought on the Exodus. Another thing is that it isn’t really clear as to who finally put this design into production. Perhaps several Clans at the same time.

In any event, the first Marauder IIc entered service in 2828, the same year the Second Succession War broke out in the Inner Sphere. The design is built around an endo-steel skeleton and uses a 340-rated fusion engine, giving it speeds similar to its predecessor. Eleven and a half tons of ferro-fibrous armor give the design 83% of maximum protection in a 9, 30/11, 26/8, 24, 27 pattern (head, center front/rear, side front/rear, arms, legs respectively). The weapons-load consists of an arm-mounted medium pulse laser and Particle Cannon, with a third Particle Cannon sitting in the left torso. Two small lasers are placed in the center torso, with a single additional small in each side torso. Twenty-one heat sinks are overwhelmed by the heat output (the three main guns alone put you three points over).

For almost two hundred years, this was the only model of Marauder IIc. Recently, however, a variant has been discovered that apparently was missed by all the analysts in the Inner Sphere to this point. As such, it is designated the Marauder IIc 8. Entering service in 3025, this variant removes all the small lasers, save the left torso one, moves the right arm medium pulse to the left arm, while removing that arm’s Particle Cannon, adds a medium pulse to the right and center torsos, and places a 10-rack LRM in the left torso, with one ton of ammunition.

Operation: Revival brought the Marauder IIc to the Inner Sphere, where it mostly served as defenders against raids. When the Inner Sphere destroyed the Smoke Jaguars and performed their Great Refusal, it sent shock waves through the Clans. One of the effects of this and other actions was the decision to upgrade many older machines to use newer weapons.

The Marauder IIc 2 entered service in 3063, partly designed in response to the planning of Galaxy Commander Stanislov N’Buta, who later would lead the Star Adders into the Wars of Reaving. In the invasion of York, N’Buta used a large number of this new variant. This model differs from the original by swapping the arm-mounted Particle Cannons for heavy large lasers, the dorsal Particle Cannon for a large laser, removes the small lasers, adds three heat sinks and four jump jets, and ups the armor protection to a 9, 33/12, 28/8, 25, 32 pattern. The heat dissipation covers just the three main weapons without movement.

In 3064, the Marauder IIc 3 entered service with the Star Adders. This model differs from the original by removing all the weaponry save the arm-mounted Particle Cannons and the centerline smalls, and adds a 12-pack ATM with three tons of ammunition and a heat sink, which puts it at heat neutrality. Both Star Adder variants later spread throughout the Clans.

Now, the next variant was a result of Clan Diamond Shark initiating a shadow trade war. Probably with the Ghost Bears, as they decided to cut out the middleman. Their new variant, the 4, showed up in 3070, several years into the Jihad. Taking the 2, the 4 swaps the engine for an extralight model, removes all of the weaponry, one jump jet, and all of the heat sinks save the base ten, and mounts twin Class-40 HAGs. Five tons of ammunition are allocated for each HAG. My main complaint with this variant is not the large weaponry, it is that the HAGs are mounted in the arms, with one crit of them hanging over into the associated side torso. Now, if they had removed the lower arm actuators, they could have allowed the design to flip its arms, which even with minimums, is still a scary sight for a backbiter.

At the same time, the Jade Falcons began their own upgrade. The 5 entered service in the same year of 3070. This model differs from the 3 in swapping the ATM for a Class-20 HAG with two tons of ammunition. An anti-personnel Gauss Rifle is placed in each arm. One ton of ammunition feeds both AP weapons. Nineteen double-strength heat sinks provide heat neutrality. Armor protection is increased to a 9, 34/11, 22/8, 23, 30 pattern.

The Falcons are also responsible for the Marauder IIc 6, which entered service in 3077. This model has a right arm-mounted Gauss Rifle (two tons of ammo), a left arm-mounted Class-10 LB-X autocannon (three tons of ammo), a medium laser in each arm, and a right torso-mounted heavy large laser. Twelve double-strength heat sinks provide ten points less than heat neutrality. Six improved jump jets give the design above average maneuverability. All this nice stuff means they didn’t have space to maintain the ferro-fibrous armor, and thus standard plate was used to give protection in a 9, 33/10, 23/7, 22, 26 pattern.

The final variant, the Marauder IIc 7, is the result of the Ghost Bears not being happy with the 4 and its limited ammunition. It entered service in 3081 and differs from the 4, by using a 255-rated extralight engine, which gives it a top ground speed equivalent to the venerable Shogun. Weapons-load consists of a Class-30 HAG in the right arm (three tons of ammo), a standard Gauss Rifle in the left arm (two tons of ammo), a 4-pack Streak SRM launcher in each arm (one ton of ammo total), a large pulse laser in the right torso, and a small laser in the head. A targeting computer assists with the accuracy of the non-missile weapons. Twelve double-strength heat sinks provide near optimal cooling. A centerline ECM suite rounds out the equipment. Armor is standard plate and maximized, giving protection in a 9, 41/13, 27/9, 28, 36 pattern.

Using one depends on your methodology. If you are a stand-off and shell type, you can do that with most variants. Some might even prefer you do so, considering their heat issues. The only issue would be with the ammo-dependent models, and running on empty. You can also decide to go in close and knife-fight. Now, some variants have minimums, so be cognizant of that. In that case, keep your movement up when necessary, and concentrate fire. Those that jump can use that feature to redeploy as needed (as well as duck behind terrain).

Fighting one is a PITA. First, he has Clan weaponry, which is usually either more vicious or more concentrated. To deal with one knife-fighting, concentrate fire, use big guns, and if you have it, splash him with plasma. Against the snipers, your choices are either to snipe back, or close in with something that will ruin his day. Artillery also works, but that is somewhat rare (and may get that unit noticed). Since targeting locations is a tactic, most variants are best aimed at the center (lack of ammo, and use of a standard engine). The 3, 5, 7, and 8 have explosive ammo in the left torso, so that is a potential target (bonus on the 7, is that has an extralight engine and the targeting computer is sitting right under the ammo).

The Marauder IIc should be soldering on for quite some time. Frankly, I am slightly surprised we didn’t get a new variant for the Dark Ages (especially with the few I managed to collect from the Age of Destruction era). The Clans are still around, and who knows what new toys the Homeworlds might be running around with (half the time I’m not sure the developers know what’s going on out there). It remains to be seen what the future holds.

Marauder IIc


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Re: ’Mech of the Week: Marauder IIc
« Reply #1 on: 30 August 2014, 12:46:35 »
Wow, what murder machine. Personally I like the original standard Marauder IIC.
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Re: ’Mech of the Week: Marauder IIc
« Reply #2 on: 30 August 2014, 13:38:42 »
maybe i missed it, but it is worth mentioning the IIC is ten tons heavier than the IS models it was inspired by.

the standard version is a pretty good machine. probably why Natasha Kerensky tried to replicate it using the IS MAD during her early times with the dragoons.


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Re: ’Mech of the Week: Marauder IIc
« Reply #3 on: 30 August 2014, 17:55:27 »
I think I'd like this beastie more if it dumped those small lasers for more armor and/or heat sinks (preferably the latter, as the ability to fire off all three PPCs while walking or running for little to no heat is too good to pass up). That and if it evoked its parent design a bit more in the centerline armor rather than weakening it substantially as it does. As is, I'd prefer to run the vanilla IIC, though the 2 appeals to my love of up-close in your face brutality. Nothing quite like running in close and smashing someone's face in, after all. The rest of them, I'm mostly indifferent to, but I have special hate in my little black heart for the 3, 5, 7 and 8. Missiles do not belong on a Marauder, dammit! >:(


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Re: ’Mech of the Week: Marauder IIc
« Reply #4 on: 31 August 2014, 12:32:36 »
The only thing I'd do to the main variant is to move the torso ERPPC to the center and mount the ER Small Lasers two in each side torso - matches the art work and puts the PPC under slightly heavier armor.
But that is mostly an aesthetic quibble.

Maybe drop the MPLs for ER Meds and two DHS.


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Re: ’Mech of the Week: Marauder IIc
« Reply #5 on: 31 August 2014, 16:50:52 »
A centerline LPL and drop one of the ERSLs for armor. That's all I ask for!

(Well, that or use an XLFE to turn it into a walking war crime... ;) )


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Re: ’Mech of the Week: Marauder IIc
« Reply #6 on: 31 August 2014, 17:25:32 »
I put together a 3100 Stone Lion Trinary with several secondline mechs using upgraded WoR toys.  The Mad IIC 3 with the iATM upgrade is.... Disturbing.

I like this mech and use it frequently.  Solid clan battlemech.

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Re: ’Mech of the Week: Marauder IIc
« Reply #7 on: 01 September 2014, 00:50:07 »
The fluff in the original to is right. These things do pound their opponents to scrap. The original look is gorgeous too.

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Re: ’Mech of the Week: Marauder IIc
« Reply #8 on: 02 September 2014, 00:53:44 »
Eh, the ERSLs are just fine on the original.  I have had fights that got into range of using them . . . usually by that point they have gotten into the ERSL's range and taken the battering that means.  It also means that you have taken some damage too, the one that springs to mind I had already lost a arm and they were trying to keep it knife fighting range.
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Re: ’Mech of the Week: Marauder IIc
« Reply #9 on: 02 September 2014, 11:31:44 »
I like the small lasers as well. They make good crit-seekers to finish off things that have been swiss-cheesed by the PPCs, and they also make really handy defensive guns for fighting off battle armor. Combine them with the pulse lasers, and you can actually put some serious hurt into an Elemental Point in each salvo. Same applies to close-in defense vs tanks.
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