Maelstrom
- "almost unknown member of Marauder family"
The relationship of these two BattleMech can't be denied. Generally said, Maelstrom is just Marauder's more advanced brother. Both share similar main armament (2* PPC in case of Marauder and 1 ER PPC + 1 ER Large laser for Maelstrom). While Dragon Fire can offer bigger short-term firepower, Maelstrom has other strengths.
There is one base model and two other modified variants you can choose from.
MTR-5K
The first model manufactured for the Armed Forces of the Federated Commonwealth by General Motors on Kathil and licensed to Norse-Storm (Solaris 7) and Telfar (Midway).
Let's start with strengths. Main armament are two weapons with long reach, yet without minimum range. They are 1 ER PPC in the right arm and 1 ER Large laser placed in the left arm. Both have similar range brackets, so you can use them both at a time.
However, there are two problems that will show up:
The first problem, less important, is waste heat. Both weapons fired together will produce 27 heat points. Since Maelstrom has been equipped with 19 double-strength heat sinks for total 38 heat capacity, this is not a big concern. But you ought always keep in mind that enemy could use heat-inducing weapons like Plasma Rifle (adds 1-6 heat points), Plasma Cannon (adds 2-12 heat points), Flamer (3 heat points) or good old SRMs with Inferno warheads (2 heat point per missile). You have comfortable reserve, but you shouldn't be completely careless.
The second problem is low damage output. Maelstrom can dish solid 18 damage points into the long range. While it's a solid performance, it's two points less you need to force PSR. Good thing is that you can't run out of ammunition, so use your weapons every time the slightest probability of hit exists. Bad thing is that similar 'Mechs from Marauder family are significantly stronger. Marauder MAD-5R has base long-range damage of 20 and then adds 5-point hits from its RAC-5 autocannon. Rakshasa can deliver 36 points (2*ER Large lasers + 2* LRM-10s with Artemis IV). Dragon Fire has base long-range damage of 23 and can add another 10 points from autocannon. As you can see, Maelstrom stands here as a poor relative.
You may say that Maelstrom can close to the enemy and act as brawler. The answer is yes and no. Maelstrom is powered by 375 XL engine which gives him 5/8 movement profile. In the vicinity of the enemy Maelstrom pilot can use his secondary weapons (2 Medium pulse lasers and 1 Small laser). Not even the alpha-strike will overtax Maelstrom's heat sinks, which is nice. Each side torso has two double heat-sinks which are useful as critical hits sinks.
We all know that extralight fusion engines are not entirely suitable for brawlers because of their fragility, and Maelstrom can be seriously slowed down thanks +5 or + 10 heat spike.
Maelstrom has one interesting piece of equipment onboard. It is the TAG (Target Acquisition Gear), used to guide homing Arrow IV missiles or Semi-guided LRMs. It is definitely better than NARC, but even in this case the medium range of TAG is a bit on the short side (6-9 hexes).
The armor is very thick with 231 points (the maximum the chassis can carry). Arms are weakest with 24 points. Generally the 'Mech is well protected.
So how can we use this machine? Personally I would try to snipe at the enemy from the long-range and use Pulse lasers and TAG (if you have artillery) as a threat against fast movers. Use the speed to dictate the range, if possible.
MTR-6E
Designers from Telfar BattleMechs decided to turn Maelstrom into scout 'Mech. Probably they thought that the 'Mech has everything the true scout needs - good speed for heavy 'Mech, excellent protection to return from the deep recon mission and energy armament so it doesn't need to replenish ammunition. For better stealth penetration they added Guardian ECM suite into left torso and because of symmetry they included Beagle Active Probe into right torso. But there were double heat sinks I hear you say. Well, they aren't there anymore. The cooling system capacity is 34 points now. As you may see, Maelstrom is not that alpha-strike capable 'Mech it used to be, even though the short-range arsenal are 2 Medium lasers and 3 Small lasers. TAG is still present.
My opinion? You "can" use this machine as a scout (albeit slow) 'Mech. But in the thick of combat (if Maelstrom runs into enemies unexpectedly), you must watch the heat gauge closely. And with 5/8 speed and no Jump jets you may have a problem how to disengage from the enemy.
MTR-6K
Completely the same as the previous model (MTR-6E), the only difference is change from the ER PPC and ER Large laser to the standard PPC and standard Large laser. Heat problems are virtually non-existent now, but the medium range is your maximum range now as well.
To summarize things, you can use those scout variants as heavy scouts, artillery spotters or C3 networks disruptors, but I think that some smaller 'Mechs may be significantly more useful as they are 1. faster , 2. more agile and 3. much cheaper.
Oh yes, where we can see those 'Mechs? The base model MTR-5K is used by AFFS, LAAF and DCMS. Scout model MTR-6E is used by DCMS, and you can find the "dumbed-down" model MTR-6K in LAAF and some regiments of AFFS.
There is one more 'Mech I feel it is important to mention. It is CTS-6Y Cestus. You may think about it if you need something smaller (65 tons) and cheaper (BV2=1 701; 11.3 millions C-bills). This machine is very similar to bigger Maelstrom, as it has all-energy armament, a heap of "freezers" to act as engine shielding and maximum amount of armor. However, it is slower (4/6). Weapons are standard variety PPCs and lasers, so it doesn't have the reach.