Author Topic: Marauder II varient - Mixed melee mech  (Read 583 times)

PuppyLikesLaserPointers

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Marauder II varient - Mixed melee mech
« on: 01 April 2020, 10:26:26 »
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Marauder II MAD-II-T2

Mass: 100 tons
Chassis: Endo-Composite Biped
Power Plant: 300 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Improved
     Jump Capacity: 150 meters
Armor: Standard
Armament:
     3 Improved Heavy Medium Laser
     1 TAG
     1 Ultra AC/5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: F/X-X-F*-F
Cost: 38,356,200 C-bills

Type: Marauder II
Technology Base: Mixed (Experimental)
Tonnage: 100
Battle Value: 2,348

Equipment                                          Mass
Internal Structure            Endo-Composite        7.5
Engine                        300 XL(armored)       9.5
Walking MP: 3
Running MP: 5
Jumping MP: 5
Double Heat Sink              11 [22]                 1
Compact Gyro(armored)                               4.5
Cockpit(armored)                                      3
Armor Factor                  304                    19

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            31        46   
     Center Torso (rear)               15   
     R/L Torso               21        32   
     R/L Torso (rear)                  10   
     R/L Arm                 17        33   
     R/L Leg                 21        42   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Right Leg Actuators: Hip(armored), Upper Leg, Lower Leg, Foot(armored).
Left Leg Actuators: Hip(armored), Upper Leg, Lower Leg, Foot(armored).

Weapons
and Ammo                         Location  Critical   Heat    Tonnage
Talons(armored)                   RL/LL      2/2       -       7.0   
2 Improved Jump Jets                CT        4        -       8.0   
Ultra AC/5                          RT        3        1       7.0   
3 Improved Jump Jets                RT        6        -       12.0 
6 Triple Strength Myomers           LA        6        -       0.0   
Angel ECM Suite                     LA        2        -       2.0   
C3 Computer(armored)                LT        1        -       1.0   
3 Improved Heavy Medium Lasers      LT        6        7       3.0   
Ultra AC/5 Ammo (20)                LT        1        -       1.0   
CASE II                             LT        1        -       0.5   
TAG                                 HD        1        0       1.0   
Light Active Probe                  RA        1        -       0.5   



The mech is concentrated on the close combat. In ranged, it try to close the distance with five jump jets while shoot down Ultra AC/5. In close range, it starts to shoot the lasers to damaging the enemy and heat it up to activate TSM, then on the following turn it quickly dismantle the enemy leg by a kick with talons. It have good armor, and even if it is breached its most critical area are already armored so it can withstand against tandem SRMs very well.

The problem is its low damage output on the long range, but C3 computer and tag can make up the problem. Logistics is also a problem, for you need to buy the heavy lasers and Ultra AC to the clans merchants if it is broken. But otherwise, it can be a deadly close combat mech.

An another problem would be its XL engine. Although it can't be disabled after the armor is breached, but if you lost either torsos it is destroyed anyways. But it is not so easy to acquire a clans XL engine either.... Forgo the armored XL engine and get the light engine would be a solution, though.
« Last Edit: 01 April 2020, 10:38:39 by PuppyLikesLaserPointers »

 

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