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.